#blueprint

402296 messages ยท Page 417 of 403

surreal peak
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You are doing that already

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Nevermind, didn't see the WorldDeltaSeconds node

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I would start by printing the values tbh

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And see if what you expect makes sense

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The Yaw value for example is an angle of 0 to 360. If you add 100 to that cause you moved 100 units on the screen, it will be pretty fast

fallow fox
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Printed out the yaw in a constant way from a location to another and it's jumping high from a value to another

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Or this depends how fast or slow I'm moving ? Because of StartLoc and MoveLoc

solemn igloo
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Guys hello. does anyone know if you can adjust time dilation on niagra systems?

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it is possible for cascade

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but i cant figure it out for niagra

blazing ridge
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heyo, I'm having a little issue with Spline Mesh Components. It's been a while and some versions that I've used them. In the pic attached you can see a little gap between the 2 components. Why does that appear and how can I fix it?

sour raft
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if I have an array which has two elements set, lets say [5] and [10], is there a way I can read 'the previous entry' at a given index? So if i want to read [7] but its non existent, it will read [5]? Without needing to loop through all entries because this has to work fast

worthy frost
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@sour raft an array will always be the correct index

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if you have two items, it will be 0, and 1

sour raft
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oh, yeah you're right

worthy frost
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in blueprint at least

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in c++ it can be different

sour raft
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hm

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is there any 'find in array' which is fast enough to do a lot, or does that just loop through everything

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nah wait that wouldnt work anyway

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wait no i dont think thats right what you said about 0,1

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i think it fills in the middle ones with 0

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im using SetArrayElement

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so if I set [0], then set [10], those two are the valid entries, but [6] is returning 0

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i was hoping for a way that if i set specific elements, then read one that isnt set, it would find the previous value.. but if the 'size to fit' just fills it with blank entries that wont work

trim matrix
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any way to import columns from a spreadsheet as CSV file as key and value pairs of a TMap member of a struct?

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in a datatable

surreal peak
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Best is to make one

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And export it

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And check how it looks like :D

trim matrix
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just why is it not possible to import csv as string table ๐Ÿคจ

teal spade
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Hi folks! Has anyone dabbled with making a climbing system, for the TopDown game mode? I'm in the middle of it, and got stuck at a point, where I can't modify a jumping input, regardless where or what I'm changing. For some reason I can't seem to modify the "Get move right" function, even though I've tried to over write it with a custom input (with "Get input analog keys") sorry @surreal peak for bugging you! ๐Ÿ™‚

untold pine
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so you want to modify the normal jump to be climb jump? & why you want to modify the get move right?

teal spade
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@untold pine well, I'm using the mouse as primary movement control. I already made (cough hacked it) it so that when you approach a wall, the player can climb it, and move side to side (without using any input from the keyboard). However, the tutorial I'm following (and adjusting on the way), requires a keyboard action (in this case left/right arrow keys) in order to perform a jump action, when the character reaches a corner, and if there's a small enough gab (traced) to make the jump. But because I'm using mouse controls, I need to override the default action that is associated with the "Move right" function. And that binding of control isn't in the TopDown Game mode, which complicates things.

untold pine
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I see, it's been a while since I'm worked on climbing system but I remember the headache of it, anyway, so moving left & right is by mouse & you want to detect when you move the mouse you can jump?

teal spade
untold pine
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why the character moved to the right a little bit even tho the mouse is on left of the character? almost at the end

teal spade
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that comes from the hack, as is that's the only way I can make it work (lack of knowledge). Basically it does a simple check on whether the mouse moves in the + or the - direction, and moves the character accordingly

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initially I wanted to move it based on the location of the mouse, similarly the way it moves on the ground. But not sure if that's possible to make

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to make the side movement easier, I've bind the X and Y position of the mouse, to correspond + or - movements

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this is only for a tech demo, so nothing too serious! ๐Ÿ™‚

untold pine
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I see & are you moving just by moving the mouse? or you need to click or hold click a mouse button?

teal spade
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because I couldn't interpret the complex movement of the mouse to world than to action thing to work in this case too

untold pine
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so the only way for the character to stay still is by leaving the mouse?

teal spade
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yes

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I know, click to move would be better

odd ember
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@teal spade why aren't you using mouse delta?

teal spade
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@odd ember um because I didn't know that existed, just as of yet. nor know how to use it. I'm a beginner! ๐Ÿ™‚

odd ember
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how dare you

teal spade
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XD

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I'm trying to use google, but it's not much of a help, plus the Unreal answer servers are down

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soo-oo

odd ember
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it's okay A A ron

teal spade
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I don't want to nag you guys unnecessarily, but...

untold pine
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So first I'm not that expert in anyway, but what I'm thinking is to make a trace from the camera to the mouse in world, then you'll get the mouse location, which you may already done
then I'll divide the screen to 3 areas (in case you don't want hold click to move)
the character -+ 200 this area for the character to do nothing..
& if the mouse outside of that area even if your mouse isn't moving the character will move based on if the mouse is on the left or right of the character
& based on that you can set 2 bools "IsMovingRight" & "IsMovingLeft" & you can set the jump based on that
you may like the result of this!

odd ember
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you don't need to do extra bools

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the input event for move right has a scale value that will move between 1..-1

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getting the sign of that will give you direction

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i.e. left equals -1 and right equals 1

teal spade
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ooo geez @untold pine that sounds complicated, but will try questionmark

untold pine
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xD

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as long as you don't give up, you'll find many solutions

odd ember
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all of them terrible

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but working, most likely

teal spade
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but EVEN, if I manage to pull this one off, how will that solve my problem, that I can't bind a key to jump

untold pine
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// on the side
Does collisions have really that high cost? I mean, I have over 7k objects in my level, I think more than half, no need for collisions really.. will setting them to no collision make that big a difference in performance?

odd ember
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you can if you go to input under project settings and add an input for jampu

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collisions are among the highest costs in any game really

teal spade
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@odd ember topdown doesn't have keyboard controls, need to set them up for listening in TopDown controller blueprint

untold pine
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do I need to open each object & remove the collision? or just setting them to no collision is a lot better?

odd ember
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just add the input keys under the input names that exist then

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pretty sure no collision is fine for performance, but removing the collision itself will also make a different in space and potentially memory

untold pine
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hmmm, if I had no physics for the object, what do you think about setting all the level for no collision & then create a medium collision for the character to set any object in it to collision ON?

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too much?

odd ember
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custom collisions that are optimized are generally better

teal spade
odd ember
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atrocious

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my suggestion for top down is to take a third person template and change the camera

teal spade
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I'll take that as a compliment!

odd ember
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input will be on the character, which you'll want to move into player controller but otherwise it's very workable

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the camera is easy to set etc.

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in either case

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you need to add stuff under input in project settings

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I'm sure there are a million tutorials for this on youtube

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or whatever your favorite video service is

teal spade
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I just wanted to know, if I've missed a thing, a hidden function or whatnot that controls that irritating Move right function

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๐Ÿ˜›

odd ember
teal spade
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I tried to modify that but didn't work

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giving it a custom axis value, aka. removing it

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and feeding it with other imputs

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thank you anyways @odd ember @untold pine will try to figure out what's wrong with this puzzle, or how to hack it in a way that would work!

fathom portal
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Hey all, is there a way to reference a variable itself, as opposed to the value it holds?

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Trying to make a stat system, and instead of having like a 1200-deep switch/case statement, trying to make it a bit more abstract

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So like an item could have a value of "Speed modifier" and "1", which would modify the player's speed by 1%. But the goal is to avoid a giant switch statement

fair estuary
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maps are a good way to do that. You can pair a unique name with a variable and it's value and then get the variable based on the name of the variable

fathom portal
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I love maps, but if I set the value to variable "speed", it will just return whatever their speed is, no?

thorn crane
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not having much luck finding info on how to have a mini cam pop up when i click something in game, so its easier to see what the player is doing

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what is that technique called

fair estuary
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So for a stats type of system, I've built modifiers into a data table before. this allows me to tinker with values in one central location. In the function that calls the datatable, I pass the name of the modifier to apply and grab that row from the DT and use it to modify the gear or character whos stats need buffed. I wish that I was at home right now as I could open the project to show you what I mean.

fathom portal
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So you use a data table as a live system of storing the stats?

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Basically, I'm trying to avoid this:

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And make it more abstract, like somehow pass it the correct variable to modify, as opposed to having to hard code it

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But I need a method of passing a variable

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I know you're typing, but trying to give more information, something like this is what I'm looking for:

fair estuary
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No I use it for the modifiers, I use game instance with map objects to store live values. So for instance you have a stat map with mapped value of name=speed type=float with a base stat in it. You can then get your game instance as a cast or a set variable. what ever is calling to modify the stat should contain the named reference to the stat modifer and the stat. Example, I have a piece of gear we will call "bp_boots", on that I would have a variable called "statModiferName" which should contain the row name of the speed stat modifier as well as the name of the target stat that you're looking for, in this case "speed". From there, in the function that modifies the stat, pass in the row name and the stat name. Do a get data table row against the stat modifier data table with the row name that was passed and get your stat map from game instance and do a find in the stat map for the stat name "speed" which will give you the float value of speed. Modify the value so (speed = speed * speedmodifer) and set the element back into the stat map. (I hope this makes sense and will do my best to clarify)

fallen karma
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Hello, I am very new to Unreal (have done some games in unity previously) and I'm building a small game for a school project. You need to escort a cube from point A-B by opening doors and such, however, I'm having big trouble with Collisions in the game, could someone help me out?:)

fair estuary
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What issue are you having with collisions?

rough wing
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My AI, which are pawns aren't seeing each other with pawn sense?

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But they can sense me

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my player character

fair estuary
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There is a tick box for enemy neutral and friendly reponse on the pawn sense @rough wing , tick them all.

fallen karma
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@fair estuary I think it might have something to do with Physics but not sure? I am moving a box using Move Component To and it coneccts with the player but not other stuff

glad depot
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hi guys, i have a dumb question, how would you go around making an image viewer with zoomable and scrollable capacities for a touch device?

rough wing
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Theres a tick bos names Only Sense Players, unticked that and its working thank you

glad depot
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i got the zoom working and i can scroll it around but i can't figure out how to stop the movement when i hit the borders of the image in my camera view

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hardcoded values won't work because the limits vary based on zoom amount

fathom portal
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Thank you for sharing your method, @fair estuary

fair estuary
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@fathom portal no problem, I'd be happy to clarify if need be or help with a different work around depending on your goals here. then again, I may have missed the point entirely ๐Ÿ˜›

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@fallen karma Are you using attach component to attach it to things?

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or attach actor to

fathom portal
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I think I came up with a method that will work well, but we'll see if it pans out. Gimme like an hourish and if I can't, I'll PM you, that cool?

fallen karma
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these are the scripts for the box

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and these are the setting for physics and collisions

glad depot
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can someone give me some input please? i've been trying to get this working for hours

fair estuary
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@fallen karma you should look into attach to component and attach to actor. If I'm not mistaken, your continuously updating the place where the cube should be located right?

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@fathom portal that sounds good!

fallen karma
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@fair estuary Hmm i guess so, not entierly sure about what all the nodes due ^^ But it seems like it would just move it to a certain position ^^

fair estuary
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@glad depot is your image viewer in a blueprint? If so, have you tried a collision box to stop the movement either with collision or on end overlap?

glad depot
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@fair estuary yes, i did try collisions but they wouldn't work for some reason

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i'm using floating pawn movement

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whatever setting i would use it would be ignored

fair estuary
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I think that there is a stop all movement immediately node for the pawn or movement component so in theory, you could use a collision box with on end overlap event and call stop all movement immediately, and set the camera back to overlapping with a 1 or 2 point change on the x or y axis depending on top or bottom. @glad depot

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@fallen karma What is the goal? Grab cube, move player and cube from a to b and then attach cube somewhere else to win?

glad depot
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@fair estuary that could work, thanks for the help, i'm gonna try that now

fair estuary
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@glad depot no problem ๐Ÿ™‚ good luck!

fallen karma
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@fair estuary The goal is to have a cube that constantly moves to the left or right and stops when coming into collision with like walls and doors, they player then has to opens those doors/walls to keep the cube moving ๐Ÿ™‚

fair estuary
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Okay, so you may have to go about this a bit differently. It just occurred that move component to move the target component will move the that one piece to where ever you decide. What you need is to move the entire actor. In this case, you should have a timeline with a float that goes from 0 to 1 over X time frame (X=how long you want it to take) and use an interp node to move from actors location to target location being the end of the level. Mind you, this method will only do a straight line and more complex math or using AI behavior tree will allow for variation. Actually, I found this video that should help you https://www.youtube.com/watch?v=dffXoEOeAwg @fallen karma

A simple interpolation to move an object between two points. There's a new node called "Move Component To" or something like that, that does the same thing but much simpler. I highly recommend you check out that node.

โ–ถ Play video
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Back later!@

fallen karma
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@fair estuary oh nice il check it out! Thanks a bunch mate! ๐Ÿ™‚

fickle plank
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hi having truoble with blendspace, on my leftside i have the normal stuff to change direction, speed etc, but on the righthand side i dont see my assests. somehow my view changed or i missed something. i'm trying to create an walk/run and dont see my assests to pull to the grid. any suggestions?

astral zenith
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Hello. I have just discovered a difficult discrepancy in our packaged builds. Within a UMG widget, ProjectWorldLocationToXXX functions are returning values about 3000x larger in a packaged build vs PIE. All inputs are the same. Can anybody give me some ideas on avenues to troubleshoot?

nova pagoda
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Hey guys, anyone with some experience in Physical Assets used with skeletal mesh characters?

solemn dagger
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hello, i want to drag a bp with the mouse but i want it to restrict the move to one axis, i tried by using temporary plane and linetrace from mouse to that plane but its not very good , any suggestions ?

nova pagoda
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I can't get my character to have his feet/ankles locked dead in one position. whenever he drags his foot across the floor the foot flips over or does some proper glitchy stuff in simulations. I can't find the right settings

fathom portal
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Hey friends, do I have to have a reference to another object in order to call a dispatcher from one object to another?

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I'm trying to have an "exit" door, where if the player goes over it and presses the activation key to activate the door

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Now, I know 3 or 4 ways to get that to work, but I believe event dispatchers are the best practice, which I'm not sure how exactly to do those yet

frigid anvil
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Do you mean during runtime or in the editor @solemn dagger ?

ocean radish
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@glad depot I would play with somthing along the lines of getting the box extents then look at a bit of math revolving around the screen aspect and resolution to limit the max movement over collisions

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@MFG i would just raycast or collision test and use an interface to call the event

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@fathom portal i would just raycast or collision test and use an interface to call the event

fathom portal
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I think interface might be the thing im looking for isntead of event dispatcher

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I've never used an interface before, tho

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Ill have to do some googling, unless someone wants to be awesome and walk me through it

ocean radish
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@fathom portal that will help more than someone talking you through it

fathom portal
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Doubt, but I'll give it a shot because you suggested it

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You deserve it

ocean radish
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@fathom portal basically with interfaces you can send events to other objects that use the same interface, without having to reference it dircetly, just do an overlap even or somthing like that get the objects and send the event to any that use that interface

fathom portal
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Ok im two minutes in, and something he hasn't said yet (But may yet) is can I just have one interfact with a bunch of events? Or is it smarter to use a shitton of interfaces?

ocean radish
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@fathom portal yes you can have as many event in there as you want, and I tend to split my interfaces up to stuff that will use those events, so I might make an interface with an interact event in it, when i use that on a door it might open it, when i use it on a lightswitch it turns it on

fathom portal
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Right, that makes sense. I can also use "does implement interface" to show like a text widget that says "press E to interact" or something

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Without having to cast to a bunch of specific classes

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sweet, that's exactly what I was looking for,thanks @ocean radish

ocean radish
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@fathom portal yep exactly, its a very useful feature, your welcome

astral zenith
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...if anybody is thinking about my PorjectWorldToScreen problem... looking at the SceneView source, my best educated guess is that in the packaged build the ViewProjectionMatrix is coming in collapsed or the ViewRect is coming in ginormous... but I'm not sure how to check these things at runtime.

spark robin
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If I have 2 locations, point A and B, how would I get the vector required to get from A to B with blueprint programming?

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(Please ping on reply โค๏ธ )

fathom portal
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@spark robin you would use the "Find look at rotation"

spark robin
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I will check it out ๐Ÿ™‚ Thanks

fathom portal
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Well, that would get you the rotation actually

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You want to minus your end point from your start point

spark robin
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I believe rotation will do tho in my case tho โค๏ธ I will come back if I run into issues

fathom portal
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Sure

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Example ^

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Or it might be the target vector minus the starting one

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One or the other

spark robin
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How do I add 2 transform values together? I have one containing only location and one containing only rotation

fathom portal
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I believe you want the "make transform" node

spark robin
fathom portal
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Yeah pull that off and do make transform

ocean radish
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RIght click the tranform and split the pin

fathom portal
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Or that ^

spark robin
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Ah, thanks

fathom portal
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Here's part of my fire method:

spark robin
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Ah yes lol, Im using mine for a aiming system as well

fathom portal
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Yupyup

spark robin
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Seems to be working on first try even :' D

fathom portal
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Boom, headshot

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Literally?

spark robin
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Indeed lmao

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Yeah

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But I based it of a already working firing system, I just wanted to make the bullets always hit where the crosshair is pointing at

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(So Im using linetracing to get the location of the middle of the players screen to get the target location for the bullets to move towards, and then using collisions to register hits from the physical bullets)

fathom portal
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Excellent, makes sense

cold sinew
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Hey guys When im trying to reference Master Item BP from Player Character BP not working

fathom portal
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Can you share how you're setting it?

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Ooof, I was slow on the draw

cold sinew
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Im trying to call a function from Pickable Ref to show it when player Press F

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its gives me this Error

spark robin
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Is there a node that lets me change the target input for getworldlocation and getworldrotation depending on if my branch outputs true or false?

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(Please ping on reply โค๏ธ )

fathom portal
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@cold sinew

1: Interfaces might be a better idea for these

2: Are you sure the owner of wherever that code is is a BP_master item? Have you tried adding a print string to the "Cast Failed" to make sure that's not the issue?

cold sinew
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Oh let see Cast failed havent try it xd

fathom portal
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@cold sinew are you getting "Tried to reference NONE" type errors when you stop simulating?

cold sinew
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yes

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true

fathom portal
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That means the variable isn't set, and I'd wager it's simply a cast issue

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You should look into interfaces, I've been trying to learn them and it's for use in the exact situation you describe

cold sinew
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the BP_Masteritem its a pickable parent

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pickable item parent

fathom portal
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@spark robin you want to pull off "target" and type in "select" and do "select"

fair estuary
fathom portal
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^

fair estuary
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you beat me to it ๐Ÿ˜‚

fathom portal
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Lmao this town's not big enough for the two of us

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Quicker on the draw wins

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Anyway, select is.... really important to say the least:

cold sinew
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i tried to debug it

fathom portal
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No worries @cold sinew, it happens. Now, you simply have to figure out why it's not the parent you thought it was

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Or, again, interfaces

spark robin
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What is the wildcard then supposed to be? Is it supposed to be 0, 1 or 2 etc depending on what input I want?

fathom portal
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Example:

cold sinew
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Its an actor so do i need to cast to other thing ?

spark robin
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Oh okay ๐Ÿ™‚ Thanks MFG

fathom portal
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The right is what you want to set. The index is what you want to switch on (Enum, boolean true/false, etc) and then you put in whatever you want into the diamonds (reference points):

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@cold sinew You need either an interface, or you need a method of referencing the other object. It's not it's owner, otherwise your cast would have worked

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Even if you don't end up using interfaces for this specific instance, knowing them seems important

cold sinew
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I will watch that

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thanks mate @fathom portal i will tell you result later

fathom portal
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Sure man, please update yeah

cold sinew
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thanks

fathom portal
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Too bad discord doesn't have like a points system like a lot of forums do

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I love watching a number rise like a rep number or something

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Maybe we should get the meeseeks bot up in here

fair estuary
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I thought the same thing earlier lol, like almost exactly @fathom portal down to the bot

fathom portal
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Are you me?

fair estuary
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Maybe? I'm not sure, I thought you were me.

fathom portal
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So, implimenting this new interface thing, I've just made a simple printstring to make sure it's working:

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Character hitbox:

odd ember
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yeah I've had that happen to me before as well

fathom portal
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And stairs hitbox:

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I'm generous with the sizing on both, later they'll both be shrunk

odd ember
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does the actor inherit from a class with that also has the same event?

winter kettle
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the particles here doesn't seem disappear when this event is called, is this how you destroy particles?

fathom portal
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@winter kettle if it's a particle emitter, try using the deactivate function instead of the destroy

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@odd ember I do not believe so? I cut it down to two, I forgot my little gold center marker had collision

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Now I need to figure out what else is colliding

odd ember
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yeah do

fathom portal
winter kettle
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would deactivate destroy the emitter eventually or do I still need to use the destroy component node

fathom portal
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@winter kettle I believe deactivate won't destroy the emiitter, but I believe it should cut off the particles immediately

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Whatcha got @astral zenith

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Bring it

astral zenith
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when I print the ouput of ProjectWorldToScreen using the actor location of the player during tick, the results are as expected until you first nudge/move the character, then the results are super-inflated from that point on.

fathom portal
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@odd ember it was my firing point, turns out I didn't disable collisions on that either lol

astral zenith
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I'm just sound boarding... trying to solve this issue

fathom portal
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Can you share your code @astral zenith?

winter kettle
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deactivate doesn't seem to turn off the particles

indigo zenith
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how would someone go for some kind of way to keep track of last impact received , for example a bullet hitting an enemy. if there isnt another bullet hit for 1 second it doesnt do anything and if something happens within the first second. there does something happen.

fathom portal
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Sorry @winter kettle, apparently I've got my particle facts wrong

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@indigo zenith should be as simple as storing the impact point as a variable

indigo zenith
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i need time?

astral zenith
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yeah, standby

fathom portal
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You can record time at the same time, sure

astral zenith
fathom portal
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@indigo zenith:

astral zenith
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actor location barely moves from the origin, and the camera is only about 3000 units away

fathom portal
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@astral zenith I've never used the "project world to screen" before, I'm not sure how to help, sorry friend

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Maybe we can approach it from another direction: What is the end goal with recording that value? Like what are you needing it to do?

spark robin
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๐Ÿ˜…

indigo zenith
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i was looking for this node

fathom portal
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Oh, well perfect

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Thanks for updating

astral zenith
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@fathom portal In a UMG, I use this to get screen position of enemy actors in the world and overlay UI information on them. It works 100% as wexpected all the time in PIE and Standalone... but in a packaged build it explodes on me.

fathom portal
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?

spark robin
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Yeah I guess thats it

astral zenith
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@fathom portal I'm going to give the build log a more thorough search

odd ember
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@spark robin #graphics is where you wanna take your node setups, those aren't blueprints

fathom portal
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Ok, cool @astral zenith

Any particular reason you don't attach the text to each actor itself instead of the widget? Like with a text render widget

fair estuary
#

@astral zenith could it have something to do with screen resolution in packaged builds? Have you tried changing the screen resolution in the packed build to see if that makes a difference?

fathom portal
#

Or simply relay the information to a widget on the UI. I don't know your setup though, your method might work the best

odd ember
#

@astral zenith could try adding WasRecentlyRendered when checking for your character, in case it isn't picking up your character on screen

astral zenith
#

@fathom portal I'm not sure how to answer you. The user widget overlays are essentially in screen space and don't scale... so I need to get the screen position. There's also this reticle for a 3rd person perspective that does some lerping between the player pawn and the edges of the screen.

#

@odd ember I will investigate that right now.

indigo zenith
#

extremely stupid question here, is there a way to restart the timer trough the timer reference or do i need to make a function and use that to "start" the timer again?

#

i know about clear and invalidate

astral zenith
#

@fathom portal regardless, I'm worried about working around things that simply confound me. It is now a holy quest to understand why this function is returning these unexpected results in packaged builds.

indigo zenith
#

i prolly have to use invalidate to reset the timer,... nvm

cold sinew
#

@fathom portal Mate i've tried to make BPI i used a function with Input String
..
i have tried to use it from both side its working thanks โค๏ธ โค๏ธ

astral zenith
#

@odd ember it is always rendered. ๐Ÿค”

#

Also... I have done debugging logging the actor locations that are feeding the projection function... as well as any other viewport related values I could think of, and everything is consistent and expected in all forms of runtime EXCEPT the output of ProjectWorldTo[XXX] functions in the pckaged builds.

#

heh, I even did all my debugging steps turning off all my extra monitors to see if my desktop size was interferring.

fathom portal
#

@cold sinew awesome, glad I could help. But, unless specifically passing like a message/string of something you need, try to stick with enums and stuff

cold sinew
#

Ok Cool im trying to make Throwing function when the player pick up an item he will be able to throw it

astral zenith
#

...going to watch the relationship between the camer and the player to see if there's anything unexpected

ocean radish
#

@fathom portal Make sure you've not got collision on other objects enable might be triggering on the sprite as well as the hitbox

#

@astral zenith becarful spending all your time on one particular issue, it may well be a bug with the building process, i would submit a report and do a blank project and see if you can recreate it

fathom portal
#

Yup @ocean radish I solved it earlier, it was exactly that, I forgot to remove collisions on some stuff

astral zenith
#

@ocean radish Right. Good advice. Now I'm just trying to figure out another way to get the screen coordinates of world positions without... ProjectWorldToScreen functions.

marble lantern
#

This might be super hard but I'm trying to setup a boss where one of the states is he picks up objects and throws it at you

#

anyone know how i should tackle it

#

kinda how deadspace has with their telekinesis

fathom portal
#

@marble lantern pick up a specific item from the world, or like "bend down, grab the ground and suddenly have a rock in their hand" type thing?

marble lantern
#

@fathom portal its more like he looks at the player and an object will get pulled to his side and he launches it at you

#

i feel like its simpler than im making it out to be but im not sure

fathom portal
#

So no arms or anything?

#

Just "pick item, drag it towards the boss, launch it at player"?

marble lantern
#

ye

#

he uses magnetism

fathom portal
#

Well, I think there's a better node, but interping the location would work. So like inside the boss, set a few locations where things can move towards

#

Make 4-5 "Fire Locations" where the boss can shoot from

#

Loop those, pick the closest one to the object

#

Move the object over time towards the fire location

#

Once it's at the fire location, wait for a second or two, then fire it at the player

marble lantern
#

so for the setting a few locations how would i do that

fathom portal
marble lantern
#

is it a array

fathom portal
#

Either an array instantiated inside the begin play function, or simply using a point in space in the viewport

#

So like for my character, his firing point is where his projectiles come from:

#

And then I move the firing point around based on mouse movement

#

Or rather, I will eventually. Right now it's not setup perfectly

marble lantern
#

understandable

#

so i would set some meshes to indicate the fire locations

#

and by looping

#

would you use the for loop?

fathom portal
#

You would most likely want the "for each" loop

marble lantern
#

alright and how does he pick up is it based on timeline

fathom portal
#

For loop: Looping numbers, generally from lowest to highest

#

For each loop: Looping a list of objects

#

Going from point A to point B yeah, you'd need a timeline, or an interp, or a lerp, something of the sort

marble lantern
#

alright

#

so far i got this

fathom portal
#

I'm no expert in timelines, however, so specifics you'll ahve to figure it out

#

Yup

#

That all looks right

#

Then inside the loop, compare the target (like the rock you want to pickup)'s location with each cube's location

#

Get the lowest one, because that is the closest point

#

Then, do fancy math to move the rock towards that point over time

swift sphinx
#

is there any tutorials online where they show how i can make a "linetrace" that shows where the bullet will travle/hit (befor i've shot) i hope i made this clear! ๐Ÿ˜›

marble lantern
#

use a compare node?

#

you lost me on compare targets

fathom portal
marble lantern
#

?

#

so does that pull the objects in or does it detect it

fathom portal
#

That checks the distance between two points

#

so like your rock and each shoot poiont

marble lantern
#

oh ok

#

and can the rock be in a seperate blueprint

#

or will it need to be the same

fathom portal
#

Nope, can be seperate, not a problem

#

Someone correct me if I'm wrong, but I believe "get overlapping actors" isn't intensive, right?

#

Like not as intensive as something like "get all actors of class" and then checking distance, rather

#

So make a hitbox inside your boss that's as large as you wish them to be able to find rocks

marble lantern
#

ok

ocean radish
#

@astral zenith Can you not use a widget component then set it to screenspace and set the render scale in BP?

marble lantern
#

@fathom portal

swift sphinx
surreal peak
#

By feeding it a velocity that is not just straight along X

#

E.g. ActorForwardVector * 1000

ocean radish
#

@swift sphinx your only inputting velocity on the x

surreal peak
#

or SpawnBall->GetForwardVector

#

Wahtever it is called

ocean radish
#

^^ beat me

astral zenith
#

@ocean radish well... yes... and I just did some simple tests and that may be the obvious easy solution. Thanks.

marble lantern
#

@surreal peak are you talking about me or kris

surreal peak
#

Kris

#

I would have pinged you otherwise

marble lantern
#

mb

astral zenith
#

@ocean radish It occurs to me that I have been misinterpreting exactly how screen space 3D widget components work. I think I just never experimented with them appropriately. But you've set me on a good track.

#

@fathom portal And kudos to you for also suggesting this.

fathom portal
#

Dont forget to come back with an update so other people can learn from it

swift sphinx
#

@surreal peak so the launch velocity has to be exact as the projectile im shooting out right?

#

for it to be correct

surreal peak
#

Direction * Speed, yes

odd ember
#

@surreal peak any chance you've worked with behavior tree components?

swift sphinx
#

something weird is happening tho when i go over a certain float value it only shows the "Trace path" the red ball not the rest :S for some reason

surreal peak
#

You have MaxSimTime and that stuff

#

Play around with that

#

@odd ember Not enough to help

odd ember
#

thanks anyway

late cave
#

@sand shore not being able to assign a default/null value on enums in wildcard macros got logged as a "feature request" from my bug submission. just thought you should know ๐Ÿ˜…

sand shore
#

oh that's good

fathom portal
#

Hey friends, for some reason my "On component end overlap" fires when I stop moving inside my collision box, is that intended?

#

Like when I start moving again, inside the box, it fires the "begin overlap" function

#

Simple example:

shell estuary
#

Could anyone help with this issue? I am trying to make a platform that slowly reduces radius in size. I successfully got this working, however after a few moments it deletes my character from the screen and readjusted my viewpoint to slightly above the platform. I was wondering if anyone can help, everything works fine when I don't have this plugged in.

fathom portal
#

I don't quite understand what any of that is, but I believe a lerp can get you the result you want, and might be a little simpler:

twilit heath
#

@shell estuary lerp the initial scale to final scale with elapsed time / time alpha

fathom portal
#

So the A would be the original size, B would be the target size (Probably 0,0,0) then the "Alpha" can move you towards that in a controlled motion

twilit heath
#

and then set the result directly

shell estuary
#

what does lerp do @twilit heath

twilit heath
#

linear interpolation

#

its alpha "%" of the way from start to end value

#

the result

#

Start + (End - Start)*Alpha

sullen palm
fathom portal
#

Oh, as opposed to the specific component?

twilit heath
#

(it will not solve your character issue, but its far better way to go about this)

fathom portal
#

Well the collision box is a specific omponent im trying to track

#

Update: It only calls when I'm moving right for some reason:

shell estuary
#

@twilit heath Ah ok I have still not set it up yet, not really 100% as I am using the vectors

shell estuary
#

@twilit heath can you provide a quick example of how to write that out?

#

ill give it a shot though

twilit heath
#

you put a lerp vector node

#

you plug the start and end scales into it

#

you divide elapsed time with time and plug that into alpha

#

and you plug the result into setscale

ember wharf
#

wondering if someone can help me out here. i had to set my capsule component as a BP scene root because if i used a scene root the object wouldn't collide with the floor, but now when my character fires the projectile it pushes him. I'm assuming its because the projectile is interacting with his collision which i set to ignore pawn but i still get the same results. i dont know if theres a way i can move the root a little further from the character.

slow hill
#

oops

fathom portal
#

//cnihtcm#PW01992

slow hill
#

now you just have to figure out what that password was for before i change it ๐Ÿ˜‹

trim matrix
#

@ember wharf or you can just spawn your projectile further from your capsul component?^^

#

is there any way to get time remaining on an anim sequence

#

@trim matrix do you want to make a locomotion? for your character

#

no

#

just was using placeholder anims and now need to use real anims so was reworking system

#

but jump was using time remaining

#

and now that I am on anim sequences I am lost lol

#

so if you want to make sequence hmm i believe you can use a event for this

odd ember
#

@fathom portal what's the reason you're using interface?

trim matrix
#

@trim matrix i m not sure how to make this sorryy^^

shell estuary
#

Can anyone explain this wild phenomena? I have a character that sits on a platform. the platform slowly decreases diameter and then randomly my character gets destroyed.

shell estuary
#

Anyone have a more advanced tutorial than Virtus blueprint tutorial?

late gorge
#

if you mean free, probably nothing better than virtus out there, udemy has paid courses that are probably better tho

#

or more extensive, i should say

shell estuary
#

id pay for some udemy courses if anyone can recommend some good ones

slow hill
#

has some great material if you haven't gone through it already

zenith pond
#

I made a spline construction script that crashes UE4 randomly while playing with values, yay

sour raft
#

Is there a way, in blueprint, to access the 'occlusion' state of an object? r.visualizeoccludedprimitives lets the editor draw bounding boxes around occluded objects, but i want to utilize that info to know which objects are being rendered

winter kettle
#

how do I manually destroy a particle emitter

#

using DestroyComponent and Disable didnt work

manic maple
#

Hey, setting input mode to UI only in blueprint and trying to then set it back to 'Game Only'. When I set it back to 'Game Only', my camera moves, but my keyboard inputs do nothing.

#

Any advice?

#

This is on construct of widget

#

This is button to close it

#

Opening the widget works great and focuses to that menu, but closing it halts gameplay by ignoring my keyboard input

brazen sinew
#

Im pretty new to unreal engine and am a bit confused with the player controller. My final goal is a networked game so apparently a player controller is almost necessary to achieve this. Im just not sure how to set up a player controller with a character blueprint. After looking online I was under the impression that you should handle input events in the player controller and then from there, run functions in the character blueprint for things like movement, but after messing around in the engine I cant even figure out how to posses the character with the player controller. Any help would be great

twilit heath
#

its not almost necessary, without it no game in unreal would work, networked or otherwise

#

and possessing a pawn is as simple as calling possess from the PC with reference to the pawn connected to the node

brazen sinew
#

how would you posses a character?

#

also in the player controller blueprint, how would you run a function in the possessed character?

shell estuary
#

Could anyone provide some insight on where I may be going wrong? I basically have a ball that is moving on a shrinking platform. After a certain while the ball actor is destroyed. I am not sure how I can track down where I am going wrong.

#

I know the platform is still there and continues shrinking. One other thing that I noticed is that if I remove the code for the shrinking platform, there is no problem. Another note is that this project is using replication via blueprints.

astral zenith
#

@ocean radish @fathom portal JFC! I converted over all my hud elements to screen space widgets... works in PIE and Standalone but not packaged build. The world locations are correct, but the elements are gone again, presumably off to those inflated screen coordinates I was suffering in my previous iteration.

zenith pond
#

Ahhhh, I figured out the crash, I'm making a spline using construction script, if I click on a spline point, and then reduce the number of spline points below that spline's number, it crashes

#

So if a selected spline point number is below the total number of spline points, crash

#

Guess I'll have to make the spline not selectable?

#

Anyone want to test my theory and see if it causes a crash for them? I could provide a blueprint

candid dirge
#

@shell estuary Are you absolutely certain it's actually getting destroyed in the programming sense? It looks like it might be getting launched due to physics.

shell estuary
#

@candid dirge An update: I moved all spawn points onto the center of the circle and now my actor doesn't despawn or launch. I did notice that when I brought the random spawn points too close together, the actor collided with another ball and "launched"

#

now I am having an issue where I run into an invisible barrier int he center

candid dirge
#

is the platform shrinking there too? might again have something to do with physics, try disabling the shrinking and see if the "barrier" is still there

shell estuary
#

yea without the shrink effect its not there

candid dirge
#

i think what's happening is that your ball is being dragged back since you're hitting the point where it's shrinking the opposite direction of movement

#

kind of like a treadmill

shell estuary
#

hmm

#

even when its done shrinking?

candid dirge
#

do you get stuck in the center unable to leave?

shell estuary
#

no, I can move around it is just like a barrier, idk if you can see the gif above

#

oh I guess it did look like I got stuck

#

but I can move around freely, its just theres an invisible barrier

candid dirge
#

hm it's tough to say without having the stuff on hand you know, but i'm pretty sure it's physics not an actual barrier

#

to be clear all is well w ithout shrinking right?

shell estuary
#

I do have replication stuff going on for the network players, but I tried turning physics off for the actor

#

yea if I turn off the shrink event, theres no issues

#

ahh

#

wait a second

#

its still there it looks like

#

yea its still there just harder to tell

candid dirge
#

yeah I dunno then

fathom portal
#

@astral zenith I've no idea why it's not working, but I've never used anything related to screen space.

@sour raft I'm not at my computer, but there should be some sort of "time last rendered" or something of the sort

@odd ember I'm using interfaces to mark interactions between like my entrance/exits and my characters

astral zenith
#

I don't blame you... but I am about to drag Unreal out back and shoot it in the head.

fathom portal
#

Yup, I definitely know the feel

bleak vector
#

yikes

shell estuary
#

@candid dirge lmao I have no idea how to trouble shoot this, there is literally nothing there in the map so I have no idea how shrinking the platform would somehow spawn an invisible barrier at the center

candid dirge
#

well it's there even w/o shrinking tho

shell estuary
#

true actually

#

it has to do with my spawn points I think

#

yea apparently my spawn points are invisible barriers

candid dirge
#

custom spawn points or you using player start class?

shell estuary
#

player start class

#

ok so apparently

#

if I put it in the air, the spawn point drops down and becomes an invisible barrier, if I put a block right under the spawn point, it doesnt drop down and there isn't an issue

candid dirge
#

super weird

shell estuary
odd ember
#

@fathom portal why not just use casts if you're only using a single hierarchy?

fathom portal
#

Well because eventually it might change, I don't want to be forced to sticking with something I dont want

shell estuary
#

lol how does that make sense

candid dirge
#

what are you showing there

shell estuary
#

so the first clip shows me putting the block directly under the spawn point. then if I drop down I do not collide with anything.

#

the second clip shows me moving the block not directly under the spawn point, there is shows I randomly run into a collision where the spawn point is, as if the spawn point dropped down to the floor

candid dirge
#

thing is plyer start has no collision so its just weird

shell estuary
#

yea agreed, if anyone can explain what's happening here I would appreciate it

#

again idk if this has to do with things being replicated for network

candid dirge
#

try this, in game type 'show collision' see if there's anything there

shell estuary
#

How do I do that in the sim?

candid dirge
#

hit ~ key, then type in that console command

shell estuary
#

YEA

#

thats it its the fucking player spawn capsule lol

#

how do I get this little boy to stop moving

candid dirge
#

you must be suing something other than player start since mine doesn't have collision at all

shell estuary
#

ahh ok

#

alright well thanks for looking into this with me I appreciate it! I can just work around it for now

candid dirge
#

Gl

shell estuary
#

for event tick

#

is there a way to put a delay on stacking the event tick?

#

starting*

zenith pond
#

What math do I need to figure out what to scale the tangent by in order to get circular spine curves for different angles between spline points?

#

1.66667 works perfect for 3 points, but not for 4

#

1.25 seems to work for 4

#

1.15 for 5

dusty lintel
#

hi

fathom portal
#

Hi @dusty lintel

#

You need some help?

#

@shell estuary to delay the event tick, use a "gate" that's set to closed by default at the start of your tick function, then put a delay into your "event begin play", and after the delay, wire it to open the gate. Whatever the delay is will be how long the tick will sleep before firing

#

@shell estuary This will delay your tick event for 5 seconds, then use the tick normally for the rest of the time:

opaque warren
#

Morning! (at least here). Quick question. There is any way that I can generate a nav mesh in a movable platform? So a navmesh that automatically updates while this platforms move along a path.

thorny cedar
#

what is a good way to check if several steps are done

#

do it with ton of branches?

short pawn
#

Hey guys, I have a metallic material thet reflects lights in 4.24, but if I put an e missive particle system near it it does not reflect those lights, how do I fix this

cyan lion
tight schooner
#

@shell estuary @fathom portal yeah it's better practice to use Set Actor Tick Enabled

trim matrix
#

@thorny cedar big branches i suppose

#

you can always use ANDs, ORs, XORs and so on

#

or i mean you could use a state enum

#

and check for this

full glade
#

How can I set a specific resolution while being fullscreen borderless?
My screen is 1920x1080 but I want my program to run in borderless mode but with resolution 800x600.

I tried using r.SetRes 800x600 which sets the window to that size but not borderless, doing r.SetRes 800x600wf makes it borderless but puts the resolution to 1920x1080

nova pagoda
#

Hey guys, how would you synchronise server and client clocks?

static charm
#

@full glade you would need to set the scale or screen percentage to achieve that. (resolution is pixels. scaling/percentaging that makes it smaller/bigger than pixel size)

ocean radish
#

@nova pagoda in gamestate you can get server game time

#

Anyone have an idea of a good way of sorting an array based on priority(custom value) of an enum?

#

I have a global job list on my gamemode and use that to store all the jobs my actors can do, eg lumberjacking, crafting so on, I want to take that array and sort it out based on the Characters priority on that job so he's a lumberjack and his lumberjack skill is set to priority 1, so he will filter all lumberjack skills first

static charm
#

did someone say sorting an array GWcmeisterPeepoEZ

ocean radish
#

well not really sorting it, just getting the values i need from it

#

Im thinking i may be better off with a datatable?

static charm
#

yeah im still trying to read exactly what you want/need

#

i can show you how to sort an array no problem but im still waking up

ocean radish
#

If you have played rimworld , similar to the job system they use, the ai will pick jobs based on what you assign there priority in that skill

#

If you havent played, i'll try explain the concept, you have AI in the world you dont directly control them, you just say i want this built i want that demolished and the AI will organise themselve to complete the tasks, Im just struggling to determine the best way to acomplish that, atm I have the jobs held in an array of structs the structs hold the information related to the job, so the type of skill it needs(Enum) the location the job is at(Vector) and the Actual object reference(actor) I'm just struggling with the concept of getting certain structs out of the array based on there values without it turning into a real mess and hard to add on to

twin osprey
#

We get a surprising number of users attempting to play Wrench with AZERTY layout keyboards. Is there any easy way to detect the keyboard layout and swap input schemes or does is the user going to have to set it manually?

static charm
#

ill re-read your lastest comment and give a better example if i can

#

now that i see you have more info

ocean radish
#

thanks very much apperciated

static charm
#

@twin osprey no good way to detect other than user prompt or check box.

ocean radish
#

@twin osprey no way to detect by default there is an addon in the marketplace that could help if you search for azerty ue4

#

@twin osprey easiest way might be a dropdown for different keyboards and just automatically reassign based on the selected

twin osprey
#

Yeah. People can set it up in windows and windows key + spacebar to quickly swap layouts but most users don't seem to know about that

manic maple
#

What the frig is going on here?

ocean radish
#

what kind of trace are you doing?

tawny tinsel
#

hey how do i make it fade out into transparent at the end of the animation?

#

its a particle effect that just scales from 0 to 100

manic maple
#

Calling an event, through an interaction interface. It's incrementing a float correctly on just one, but then somehow hangs onto the same one and calls both

tawny tinsel
#

but id also would like for it to fade out at the end

manic maple
#

I'm doing a line trace by channel @ocean radish

#

If that was directed at me

#

Pulling the actor pin from the hit result, and calling an interaction interface via blueprint interface.

ocean radish
#

@manic maple just with you stadning to the side wondered if it was triggering correctly, just happened to be overlapping both

manic maple
#

Definitely not overlapping

#

I can move them further apart if that helps, but the hitbox is very small

ocean radish
#

@manic maple nah, just trying the simplest solution first ๐Ÿ˜„

#

@manic maple The event that runs is on the box?

manic maple
#

Yeah

ocean radish
#

@manic maple are they widget components?

manic maple
#

The incrementing circle is a dynamic material instance on a plane

ocean radish
#

Ahh and you create the material when hovered?

cyan lion
#

sounds like it get same DMI on both

ocean radish
#

yea thats what it sounds like to me

manic maple
#

I think the root of my issue, is that I'm not correctly updating when I'm NOT looking at the object. I don't know how to do that via the line trace.. Sorry I'm a bit nooby at this, sort of making it up as I go with general programming concepts ๐Ÿ˜…

ocean radish
#

@manic maple you could use a timer to keep it updating

tawny tinsel
#

every single time i open unreal engine

#

it does this

#

how do i make it stop

ocean radish
#

do you know which material/textures are causing it, usually caused by a bug by having duped textures

fathom portal
#

@cyan lion @tight schooner thanks for the assist, I completely forgot you can enable/disable tick like that instead

fickle plank
#

hi, if i have problems with blendspace view/options what category should i post in?

odd ember
dense flare
#

Anyone know how to get rid of warnings "asset is different engine version?" after updating?

manic maple
#

This is being called on tick for testing purposes, that float is routinely changing all the time, between 0 and 100. The hidden in game never triggers. Any ideas why?

#

[I've tried printing the float, it goes to 100 very clearly]

#

Doing this even, calls the 'Hello' printed string after the thing I want it to do...

#

It's just not doing the specific thing I want it to do...

#

Any help appreciated this is really annoying...

modest gulch
#

When Event BeginPlay of map blueprint is called? I have problem when I need certain data (from save) in one blueprint actor that are used in Event BeginPlay of this actor, but it is unavailable. In map blueprint I call loading of save as very first thing in BeginPlay. Is there any way to ensure save data are available for everything from beginning?

odd ember
#

putting all load/save/meta in game instance

modest gulch
#

hmm, I will look it up

twilit lily
#

So I am destroying my player when they die, however the camera is on the player and there is a death effect that I want to be seen. I've added a cine camera component via blueprint after the target is destroyed however I'm not sure what to do after that. any suggestions?

surreal peak
#

I would just hide the dead actor and destroyed it after a delay

#

That way the viewtarget doesn't need to be changed

naive patrol
#

guys that dynamic material instances can be destroyable?
if not what happen if reach created 1k material instances?

#

(why did seperate buff material: because much shader complex and basepass, thats why want to use that meterial when taken debuffs.)

naive patrol
#

anyway did custom idea without destroying

fickle nebula
#

Hey guys, Which value should I set in spawn actor rotate to make this two half coco nuts one rotating for right and the other for left according to my forward vector?

fathom portal
#

@fickle nebula it could be as simple as "Rotate Vector"

#

As in rotating the vector before using it to spawn them

fickle nebula
#

how I convert the forward vector

#

to make the spawn in right rotation

fathom portal
#

So right click the "return value X" and click recombine

fickle nebula
#

ok

fathom portal
#

Then pull of the now-yellow vector and do a "rotate vector"

fickle nebula
#

and then

fathom portal
#

Then, set your X/Y/Z, whichever rotation you need to stand up those wheels

#

One of them should be 90

#

And then one of them should be either -90 or 270, if you're trying to parallelize them

fickle nebula
#

humm, I'm spawing one.. and the value for the other half coconut I'm just multiplying for -1

#

so let's find the value for just one half

#

I still didn't understand T.T

ocean radish
#

@fickle nebula whats the end result meant to be, could you not make a blueprint with both in already how you want them, or do you need them to be separate actors

pliant oracle
#

essentially she wants the coconut to be rotated 90 degrees relative to the player, so that the halves fall on left and right and split down the middle

fickle nebula
#

I want a effect to when I cut the coco, they seem to open in front of me

ocean radish
#

are they physics based?

fickle nebula
#

yes

ocean radish
#

I would make 2 bps of the same object then on spawn apply a little force to the left or right vector

fickle nebula
#

they're working but not in right direction

ocean radish
#

which way are they moving?

pliant oracle
#

sideways not relative to the player. ๐Ÿ˜„

fickle nebula
#

yes

#

i just want to make the parts open, relative to my forward vector

ocean radish
#

so can you reference the player, then get its right vector

#

and neg value on the other

fickle nebula
#

yes

ocean radish
#

make sure your player is actually facing forward in there BP too and same with the coconut

#

incase thats confusing things

fickle nebula
#

and if i print the forward vector how can I know if this is correct?

#

I dont know what should expect

ocean radish
#

it wouldnt, look in the Blueprint of the ojbects and make sure the objects are point in the right direction, along the x usually

fickle nebula
#

I dont know how to make this

ocean radish
#

Ok try this instead of get player controller, try doing the same but with get camera manager

#

see if that changes anything

fickle nebula
#

Yes, I was making a test

#

this both number are not the same

surreal peak
#

Why are you using the PlayerController for this?

#

Despite the ControlRotation, you usally don't need its transform.

#

Either you use your Characters ForwardVector or you get the ControlRotation from the Controller and get the ForwardVector defined by that Rotation.

fickle nebula
#

I'm in event receive anydamage in BP_coconut

#

so I dont have the player ref there, that's why o thought i could use the get controller

pliant oracle
#

in her situation would Cross product make any sense?

surreal peak
#

@fickle nebula Well either you get it via "GetPlayerCharacter" (not Controller) or you make sure that you pass that info along.
I haven't looked into your full conversation. If this is a singleplayer game, then GetPlayerCharacter should work fine.

fickle nebula
#

yes still singleplayer

#

I'll try with getplayercharacter but which value i should use after that

trim matrix
#

hey can someone in here help me out rq?

#

nvm

swift warren
#

can i ask about non scripting blueprint stuff like putting together the actor here?

plush ridge
#

what's the problem @swift warren

swift warren
#

so my player needs to have a capsule running down the middle

#

i have that

#

but in game

plush ridge
#

That's because it's colliding with the bigger capsule, the engine will push it out. You need to set the collisions up so that they collide with whatever you need them to collide with but not with each other

swift warren
#

the small capsule overlaps everything

#

im using it for an overlap event

plush ridge
#

hmm .. not set to Block anything?

swift warren
#

nope

#

it has a custom collision object type

#

and the bigger capsule is set to ignore it completely

#

the smaller capsule is overlap all

#

with the object type set

#

thats the smaller

plush ridge
#

That's very strange

swift warren
#

yeah

plush ridge
#

Change collision enabled to Query Only if you're doing overlaps

swift warren
#

ah ur right

#

lemme try that

plush ridge
#

Not sure if that'll fix it but definitely more efficient

swift warren
#

still no

plush ridge
#

Have you tried this with a Box for overlaps instead of the Capsule

swift warren
#

also a line trace isnt hitting the smaller capsule

#

no

plush ridge
#

Line trace won't hit it if it's set to Overlap all, you need to Block the trace channel you're using (visibility is default)

#

What's the mechanic you're building with this capsule? Maybe there's a better way

swift warren
#

well im making a portal but the other way also wasnt working

#

the portal isnt exactly a portal though

#

its a mirror

plush ridge
#

So when you walk into it you want to send the player elsewhere

swift warren
#

yeah thats y its important this stays in the middle

#

i have a line trace detecting if the middle of the player is in the portal

#

and once the middle crosses that line, they get teleported

plush ridge
#

Okay, try this instead:
Delete the smaller capsule, and create a Box overlap instead. But parent the box to the Camera component, and then scale it however you need. Use that to detect the overlap

swift warren
#

i originally had overlap events with the portal itself but that wasnt working for some reason

plush ridge
#

This way would also let you do portals that are above or below you, if you ever do need them, since the overlap is parented to the camera and it's not locked to any axis

swift warren
#

nah the portal will always be on the same level as you

plush ridge
#

actually yeah nvm, the camera method has some potential problems I just realized

#

hard to tell what could be going wrong if your collisions are set up correctly. Do you have TeamViewer? I could take a look if you want

swift warren
#

i can install teamviewer

#

my blueprints are a mess rn tho lol

plush ridge
#

yeah do it and PM me, I'll see if I can help

#

no worries, mine are a shitstorm when I'm prototyping hahah

trim matrix
#

hey sinn

#

i got a collision question too

#

if u dont mind

plush ridge
#

sure what's up

trim matrix
#

i made a projectile and im trying to figure out how to get it to stop going through world objects

#

the event hit doesnt work and overlap event destroys the projectile when it spawns cause of the player hitbox

#

idk what to do

plush ridge
#

does your projectile have a collision sphere or something set up?
If yes, enable "simulation generates hit events" (called something like that), and then make sure its collision settings are set up correctly. For example, make it ignore your player's capsule, but block your player's mesh.

trim matrix
#

yea it is

#

which collision preset do i use?

plush ridge
#

Safer to use Custom and set them up yourself. For example:

Player Capsule
Object type Pawn, block world static, the rest is up to you

Player Mesh
PhysicsBody, block PhysicsBody, the rest is up to you

Projectile's Collision
PhysicsBody, block PhysicsBody, the rest is up to you

This way your projectile will ignore the capsule but hit the player's body, assuming you have generate h it events enabled on the projectile's collision, it should give you what you need.

trim matrix
#

alright thanks

fickle nebula
#

@ocean radish , @fathom portal , @surreal peak and @pliant oracle Thank u guys! I solve it that way ->

pliant oracle
#

<Hashtag>ProudOfThat

fathom portal
#

Proud of you @fickle nebula. Learning something new every day

celest oar
#

why is saving the sound volume such an user unfriendly mess? am i doing somethign wrong? this sound mix thing is absolutely horrible

ocean radish
#

@fickle nebula instead of using forward vector, try it with get right vector, might clean it up a little

fathom portal
#

@ocean radish I wasn't aware that was a thing heh

swift warren
#

to launch the player in a certain direction*

#

well i say right but its not right cuz its not working for me

#

so whats the problem with it?

#

the direction is the player's forward vector btw

fickle nebula
#

@ocean radish hummm, I didn't know about this right vector, I'll try

#

yes, It works, thanks

static charm
#

nut show your velocity

#

it's best to make launch velocity by using direction x float

#

the float will be the strength of the launch

swift warren
#

the velocity has to be a vector

#

its whatever the players velocity was at a past time

#

im trying to retain velocity through a portal

static charm
#

you can get length of that which will be the speed

#

and then use that to multiply

swift warren
static charm
#

yup

#

as long as the direction is normalized to 1.0, etc, it should retain speed, just made in new direction

swift warren
#

it worked perfect

#

i just gotta get a good direction now

#

forward vector only works in some cases

#

it falls apart once i start moving backwards

#

would a normalized vector be the direction @static charm

#

velocity vector*

static charm
#

yup

swift warren
#

perfect

fallow fox
#

Hello everybody! I want to make auto fire for a FPS game like in fortnite mobile. So when the line trace detects the enemies, should start shooting the weapon. The problem is that if I aim to the enemy and after a half a second I move to something else it still shooting.

#

For a pistol for example it's working because the fire rate is very low, but if I have a shotgun with higher fire rate, it shoots even if I aim to a wall for example, after one second

narrow kelp
#

are you talking about the delay between pressing a shoot button and when the bullet leaves the the gun?

#

via animation?

#

if you are, then you want to add an anim notify on the shooting animation

#

that does the line trace

#

rather than doing it with the input

fallow fox
#

I'm talking about the shooting itself when it detects the enemy. I can't make the fire rate work, because Line trace calls every frame the 'WeaponShooting' and it resets the delay

#

I'm not using a button. I want to auto fire when it detects any enemies

#

Added isShooting to a branch, so when it's not detecting any enemies it will stop shooting, but the problem is that at first detection, it will start firing only after one second

narrow kelp
#

it sounds like you need one line trace for checking vision, and another every time you fire

ember wharf
#

@trim matrix sorry i didn't see your response. I cant move it otherwise my collision will be off. and it'll still bump my character around

clever cedar
#

I'm trying to spawn an actor from an object class reference... any idea how to do so? I get the error Object Class Reference is not compatible with Actor Class Reference

distant sedge
worthy frost
#

anyone here used animation sharing plugin?

odd ember
#

@clever cedar you should be able to pick it out from the drop down list or from the asset browser, anything else is unnecessary. if you're looking to create an object, use Construct Object from Class

clever cedar
#

casting worked, thanks SparkyMcSparks- I had thought casting wouldn't work since I didn't know ahead of time which class it needs to be cast to, but casting to the base class was enough.

sturdy notch
#

This is driving me nuts - I'm trying to spawn an arrow (fake fired) from a line trace at the hit location. I can spawn the arrow without issue, but I cannot seem to get it to match the angle of the object that it hits so it appears to have been fired. Thank you in advance.

odd ember
#

@sturdy notch impact normal should be what you're looking for?

sturdy notch
#

That's what I'm using - I'm just not sure what math to use to set the rotation for the spawned object after the fact so it matches the traces angle.

odd ember
#

rotation from xvector?

sturdy notch
#

I've tried that, but it seems to change the rotation to match the object it's hitting...let me try something..

#

Yeah - it goes flat against the wall or floor parallel to the object once hit rather than sticking straight out of it. It also does not pull the angle of the trace, just flat places it.

odd ember
#

then the worst case scenario is using (traceStart-traceEnd).normalized

#

that'll be your trace direction

#

if you want the rotational value it's RotationFromXVector(traceStart-traceEnd).normalized)

sturdy notch
#

How does that translate to BP, from the C++?

odd ember
#

the same

#

vector-vector node normalize node etc.

sturdy notch
#

I'll give it a shot. Thanks.

frail plaza
#

Is there something better to use than a data table when you just want keys tied to a single value but you don't need it actor specific?

shell estuary
#

Anyone have any idea how I can create a mode where I have 4 players, and the last one with the surviving actor wins? Just not sure how to get started, is this done in game mode?

#

im thinking it has to be something like an event where it displays a message when there is < 2 players alive, saying so and so player wins. then have a short delay of a few seconds and return to the lobby map, just not sure how to start it off

odd ember
#

you'd do it in game mode yes

#

probably something with an array of players and some event dispatchers used for when a player dies etc.

sand shore
#

Yup GameMode also controls spawning pawns, perfect place to bind to a custom on died

shell estuary
#

hmm not sure what event to start with

#

so would I maybe add it to the end of my spawn players event?

#

after it is possessed

#

I can do an if player number of players (not destroyed) <2 then return to lobby?

#

not sure how do check how many are "alive"

trim matrix
#

How can i code in an effect where when you open a door, it disables player input, slides the player to the other side of the door, closes the door, then reenables input?

sand shore
#

Do all of those things in sequence

#

Which part are you trying to figure out?

trim matrix
#

a sequence is just a cutscene it wont disable player input or slide

#

i just want the player

#

player's input disabled and slid

#

sorry i pressed enter too early

sand shore
#

... I meant sequentially, not using a sequence. Sorry, that term is kind of overloaded

#

You can disable input though

trim matrix
#

well how would i do that? Redirect me to the proper channel if you want

#

not how would i disable the input talking about the sequence stuff

sand shore
#

Yeah I'm confused what your question is, then?

trim matrix
#

ok so

sand shore
#

Sliding the player?

shell estuary
#

@sand shore Can you help explain a little bit further how to end the game and return to lobby when only 1 player remains active? I see the event on destroyed so I mean I know I could now take the destroyed player and somehow put him/her as a spectator. but then not sure how to end game

sand shore
#

Sec

trim matrix
#

ok so this box is everything to do in a sequence ```
-> when player presses E next to door, disable input
-> Slide him through the door
-> Close the door
-> Reenable input

#

that's what i want

#

@sand shore

#

nvm then

#

ill look elsewhere hmph

shell estuary
#

im strugglin

trim matrix
#

@sand shore

sand shore
#

My guy.

#

I am allowed to not instantly walk you through something you appear to have a good idea of how to do. @trim matrix

trim matrix
#

i do not know how to do it

#

that's why im here ๐Ÿ™‚

sand shore
#

And yeah, continue to look elsewhere. Don't ping me in another 12 minutes. (or do, it's discord. Just know I won't help you if you're going tohmpf me)

trim matrix
#

i thought you were ignoring me tho

sand shore
#

@shell estuary So you know how you're running logic when a player dies? You want to run additional logic (but in the game mode) which ends the game if there's only one left.

fathom portal
#

Please dpm'

sand shore
#

You can just use an event dispatcher @shell estuary

fathom portal
#

Please don't abuse the ping system to annoy people @trim matrix

trim matrix
#

i didnt

sand shore
#

Nah he can ping it's fine

fathom portal
#

You just pinged them then deleted it

trim matrix
#

you don't see a message

sand shore
#

He just shouldn't expect anything.

fathom portal
#

Why lie about it lol, what a weird thing to lie about

sand shore
#

I will vouch that you pinged me then deleted it.

#

I literally watched you do it.

#

@ Moderators

Don't make me remove the space.

fathom portal
#

Don't ping the mods, they tend to react without reading the conversations

sand shore
#

True enough.

#

@shell estuary And you'd want to call your dispatcher when your player dies (runs out of health, etc).

#

You should go through those

#

Did he actually leave because he couldn't lie ๐Ÿ˜‚

fathom portal
#

Oh wow lol

#

Or he got kicked, but that seems unlikely

sand shore
#

ยฏ_(ใƒ„)_/ยฏ

fathom portal
#

What's the reason to use dispatchers vs. interfaces?

#

And vice versa

shell estuary
#

ty @sand shore I will check through the videos first and see if I can figure from there

sand shore
#

Interfaces don't allow "remote" notification.

fathom portal
#

Like, non-reference notifications?

#

Or something else?

shell estuary
#

I kind of screwed up I am new to the blueprints and everything and kind of started with this multiplayer blueprint tutorial file from scratch, I went through the tutorial but couldn't follow along with everything

sand shore
#

Which is to say, you'd have to keep a list of all the interface pointers which need to know about an event

fathom portal
#

Ah, sweet, thanks

sand shore
#

A dispatcher does that for you, only there isn't an interface involved.

fathom portal
#

I might be misunderstanding dispatchers, I thought dispatchers required a hard reference for it to work?

#

Got a weird problem for you guys: My collision box only seems to work if I'm actively holding right (D). If I'm moving in any other direction, or if I stop moving, my hitbox no longer registers. here is an example:

https://gyazo.com/4dbf75ad0ae23178b38a52dc3ec699ec

#

The exit sign shows up when I start overlapping, and it's supposed to stop showing it when I stop overlapping, but for some reason it thinks I stopped overlapping when I stop moving, and it thinks I never overlaped if I'm moving in any other direction

#

I've checked the colision boxes and they overlap (they're both set to oversized while I'm testing)

sand shore
#

You have to have a hard reference to what the dispatcher is on.

#

The thing that the dispatcher is broadcast from doesn't need a hard reference to you

#

With a list of interfaces, both you and the broadcaster need hard refs to each other

#

(typically you pass yourself to a "register" function, so in practice only user code has to track down the reference to the broadcaster)

fathom portal
#

I really just need to learn more about interfaces and dispatchers

#

I barely use either, trying to get smarter about it

#

Especially since all my stuff is procedurally generated, they don't always know about each other

sand shore
#

Right.

#

Well, if you spawn something in you can then give the reference of the spawned thing to whatever needs to know about it

#

That, in itself, can be accomplished via an event dispatcher

#

btw I almost thought your box was embedded in the wall until you stuttered to the right all the way over from the left of the stairs

#

Impossible to know what's going on with it if you don't post any nodework

fathom portal
#

I mean, I can post the nodework

#

I've tried like 3 different ways, each dumber than the last

#

Finally got it working by literally just looping for player pawns and checking distance, which is just about the dumbest way I could think of lol

#

Getting images, one sec

#

This is how it currently works, it ignores overlaps and stuff and just checks every .1 seconds to see if there's a player nearby:

#

I realize that's an awful way, but that's the only thing I could do to get it to work

#

Here's the previously (non-working) code that only worked when I was actively moving right:

#

So on begin overlap, if the other actor impliments my interface, I know it's something that can interact with stuff, so it shows the text

#

Then, inside the "component end overlap function", I tried multiple ways to hide the text, finally ending on literally just hiding the text if the thing that stopped overlapping had the interface:

sand shore
#

Do you spawn/despawn actors right now?

#

particularly around the player?

#

Yeah you can do a few things to make this better. Could keep a list of things which are interacting and show when it's not empty

#

Could keep just one - the player - and only hide when that particular one stops overlapping

#

If you're casting to the player anyway, just do that cast and don't bother with the interface

fathom portal
#

Nothing spawning/despawning, at least not at runtime

sand shore
#

You generally want to make sure you're only responding to the overlap events which you care about

fathom portal
#

I triedf to keep a list, but when the player stops moving for some reason it counts that as "end overlap", even when I'm clearly still overlapping

sand shore
#

That...

#

That seems odd.

#

But it's paper 2D

fathom portal
#

Right, of course, that's why I'm using the "does implement interface" check

#

My stairs are set to "overlap all dynamic"

#

so it overlaps all but projectile

#

wait, my pawn is set to

#

Is that right? Shouldnt it overlap something?

sand shore
#

what's the stairs set to?

#

And no, blocking can trigger overlaps

fathom portal
#

ah

#

Stairs are set to:

sand shore
#

Pawn might need to overlap WorldDynamic

fathom portal
#

Lmao

#

so update

#

Now:

If I'm actively moving right: It shows the text

#

If my last moved direction is down, it shows, but only if I'm standing still

sand shore
#

What

fathom portal
#

Right?

sand shore
#

Do a search for everywhere that changes the visibility of that text

fathom portal
#

So: set to visible in the "on component begin overlap"

#

Then: Once when the player pawn (specifically) stops overlapping

#

Then once during event begin play to hide it at the beginning of the game

#

The rest are other attempts and aren't connected

#

Now it's functioning fine*

#

I changed from "on component begin/end overlap" to "event actorend/beginoverlap"

#

It had to have been the pawn being set to the "overlap world dynamic"

sand shore
#

yeah there's no real reason to do component overlap

#

you'll get those for like.

#

any primitive comp

fathom portal
#

So I assumed I needed to get it's overlap instead of the overall actor

#

I thought the actor might have multiple things it would consider in overlapping, so overlap checking on the actor would mess up (I presumed wrong, clearly)

#

In the image, the "Box" is the collision

sand shore
#

You're not using character movement, which is good.

fathom portal
#

Lmao uh, I don't know what that means, so I guess I accidentally dodged a bullet, woot woot

sand shore
#

Movement components will move around the root and that doesn't overlap other attached comps, IIRC

fathom portal
#

ah

sand shore
#

Another gotcha to watch out for, but it doesn't apply at all here

fathom portal
#

Ok, I swapped to my much smarter tracker, which supports multiple players (One player leaving the stairs won't hide the text until all players leave) and it still works:

#

Sad that it took like 3 hours to figure this out, but at least I'm learning

#

10 points to @sand shore

sand shore
#

Nah

#

It's not sad

#

But now you know

fathom portal
#

Yeah, my programming is more data driven then specifically unreal engine stuff

#

So it's a learning curve for sure

#

Like random generation, smart algorithms and stuff no problem, but simple overlaps are too much apparently

sand shore
#

Yeah we all approach unreal from nothing, at some point.

#

It's a beast unto itself

fathom portal
#

These let the player abandon their run (upstairs) or progress further into a newly generated level (downstairs)

#

Literally everything is generated at runtime, literally building a world, but overlaps? Naaa dog, that aint me

sand shore
#

You could make a tweet out of that haha

#

Well I'm glad we got it working

fathom portal
#

You the man

#

Or woman

#

Or thing

#

You the thing

static charm
#

whats this shake to break node thing?

sand shore
#

My avi this androgynous?

fathom portal
sand shore
#

Oh, does that work in reverse? Like I line up the exec underneath the pins and it'll autoconnect?

fathom portal
#

Yup