#blueprint

402296 messages ยท Page 418 of 403

static charm
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for 5 bucks this a steal

sand shore
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Wow. If I did any amount of BP work regularly I'd buy it

static charm
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id buy it just for the shake lol

fathom portal
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There's a ton of features

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The shake on/insert nodes are my favorite

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oh oh oh

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and the scissors thing is really satisfying

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For some reason it doesnt look like scissors in the gyazo

sand shore
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Ooh

fathom portal
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And the autoconnect stuff is pretty cool too

rough wing
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TAKE MY MONEY

static charm
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send money payments to gallonmate@ 123 street american town, usa

rough wing
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Can you just select a whole graph and make it automatically align every node?

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Like in the let gif

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Last*

fathom portal
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Yes, if setup correctly

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let me try to get it working

rough wing
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@static charm im sending you my credit card you can use it to take the money but send it back

static charm
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thx no problem

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sails away to Hawaii

fathom portal
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nvm, it didnt work like i thought

rough wing
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:[

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How do i call back a cargo i just sent

sand shore
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@fathom portal did it break?

fathom portal
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The overlap thing?

sand shore
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Yeah

fathom portal
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No sir thing, just showcasing how the node graph assistant plugin works for these fine people

tight schooner
fathom portal
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Oh yeah, why was I making gyazos, I forgot they had a video

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In case anyone is watching the video, their nodes are spread apart in order to show off the "Scroll around while holding widgets or wires" feature

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It's intentionally setup to showcase it

fathom portal
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Hey friends, is this video out of date, from 2015:

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When I try to right click in my event graph and do "Event [insert name of my interface's function]", nothing shows up, while in the video is makes an event with the fancy interface icon in the top right

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I added a basic function inside the interface, and I'm trying to get my actor to respond to said interface calls

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I see who I think made the video in the list of users here ( @trail crane) , but I don't know them enough to know if they're cool with pings

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uhh, apparently it autocompletes if you don't add numbers? Rip for the unexpected ping

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I fixed it. Apparently, you're not allowed to have an output on an interface?

sand shore
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Oh, weird, what?

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Oh.

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You wanted to put it in the event graph

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Nununu

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You have to override it in the function list if it has a return

fathom portal
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I tried to edit the interface panel it makes

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uhh

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Like click override, thjen select the interact attempt?

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I was just trying to pass back "sucess/fail" type thing

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I'm going to get some sleep and try again in the morning, thank you @sand shore, you get an A+ for today

sand shore
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hah, thanks!

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Yeah you'd override it

trim matrix
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hey is anyone here able to help me with projectiles?

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nvm

bleak vector
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Okay so this is an interesting behavior. I have a data asset with a struct variable. When I play the game in editor, the struct variable works fine. When I run the project as a standalone game, however, the struct variable reverts to the default for the struct type.

cobalt slate
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HELP! Can anyone help me figure out how to reset a selected character once it's unselected? As I select a character and choose another, the previous player I selected stays disabled. How can I "refresh" the array of selected characters when I click a different character?

odd ember
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@cobalt slate you can probably fix it by using an enum/switch system instead

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or a select node

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still with enum

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in both cases the enum will ensure only one selection is valid at a time

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might even be worth to do a map<enum, character> or make a characterData struct

odd ember
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@fathom portal you know you can use the snipping tool and paste directly into discord instead of using gyazo right?

fallen glade
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but it seems like it's been removed ?

odd ember
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might only be available at editor time

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if you want to do something like it's probably through cpp and a lot of work if you want new nodes

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otherwise you could try and make your own blueprint widget setup

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where you populate a widget with a list of elements and then map those to be loaded and spawned in world

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what is your case though?

fallen glade
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the second option seems perfect for what i need...

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never played with editor widgets before

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I'm assuming it's all pretty much the same ?

odd ember
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are you doing this runtime or editor time?

fallen glade
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The list can be generated in editor time

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then loaded in runtime]

odd ember
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consider you won't have editor time in a packaged product

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so unless it's an editor only feature then you only have runtime

still nexus
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hello is there any plugin that handls UI screentouch

fallen glade
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yeah, it's just for editor use

odd ember
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then you should be able to use list assets as well

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try turning context sensitive off

fallen glade
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i can't find it anywhere :/

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I've tried in every possible type of graph (I think)

odd ember
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is it an editor blueprint?

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probably has to be that then

fallen glade
odd ember
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@fallen glade you have to do it when creating the blueprint

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you can't do it retroactively

fallen glade
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mmm, I still don't know how to create one ... it asks me to pick a parent class?

odd ember
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you have to look for editor blueprint

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or utility blueprint

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it's not in the same category as normal blueprints

fallen glade
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ahh I see, thank you @odd ember

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!

trim matrix
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Hi guys.

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I have a package called Ballistics VFX and it seems cool to start a new project, but I can't add some scripts for example: Reloading

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Could you give me a hand?

tall plume
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Hi, I have a function in blueprint and one of its parameter is passed by reference, within the function, when I promote this parameter and store it as local variable for the function, the parameter don't reflect the values of the local variable when I call that function... there is something to pass a variable by reference within blueprint function?

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I use 4.22

odd ember
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@tall plume set var by ref

tall plume
odd ember
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@tall plume it's a node

tall plume
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@odd ember thanks, I should place the node at end of function I guess, just before the return node?

odd ember
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what are you trying to do

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do you understand what a ref is?

tall plume
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yup, it is simply, I just want the function to modify the value of that variable after calling the function.... I'm using this variable in different part of my blueprint and I want it to update each time I call this function

odd ember
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do you set the local variable at any time?

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keep in mind that using local variable goes counter to using refs

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and if it's a basic type you're better off using Set

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object variables are refs by default

fathom portal
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@odd ember re: snipping tool: yes, but I use gyazo for easy peasy gifs. I have gyazo pro tooo

odd ember
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doesn't beat copy pasting straight into discord

glass flax
tall plume
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I have different different global variables and I pass them as parameter to that function, within that function the parameter as cached as local variable for that function only.... so whenever my blueprint calls that function at runtime I want the value of that local variable get reflected back by to these parameters that is why I pass them as reference to that function but it don't works... I just figured that not creating a local variable and directly drag the pin from input works , in that case the value are reflected back to global variable passed as reference

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thanks

odd ember
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once you set the local variable the reference is gone

tall plume
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ah okay, I see now

odd ember
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you can just use Set instead of pass by ref

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very few things need to be passed by ref

tribal wave
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Hi can anyone tell me a good way to create a delay in The GameMode (the delay node isn't available in GM?)? I need to delay possessing the player characters since possessing right after spawn causes player pawns to break in multiplayer.
Right now I cast to PC where I use a delay node and than go back to the game mode to possess but that seems wat too hacky.

coarse marten
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There's a function called Set Timer by Event which i think you can use? @tribal wave

tribal wave
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great thanks, will give it a try in a bit

odd ember
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@tribal wave pretty sure the delay node works in GM? just not inside functions

tribal wave
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aaah, I was wondering thanks for pointing out my stupid mistake @odd ember

coarse marten
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yeah i just checked as well to make sure loool

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you can use a delay before your function ofc

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and they work in macros and nodes

royal rain
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hey i forgot i was on this discord and was wanting help with a small prototype

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so ive been working on a top down shooter where you can aim and get head shots like in Synthetik but a little more in-depth. like maybe you could get arm shots or leg shots too. i took a third person template and moved it above and locked the camera

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but getting to shooting has been difficult i knew that i would need to do more than just a single line trace so i asked around and someone said i needed one from the camera, and another from the player. So. i got the player line trace working but as i thought it doesnt aim where click and i dont know where my node line trace under mouse cursor fits into my Blueprints

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i have some pictures but im probably so far off course thats its hard to look at

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thats when i first got it together

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this is my "im desperate and just attaching stuff hoping it works"

ocean radish
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what you trying to use the line trace under cursor for?

royal rain
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i was told by mutiple people that i need both line traces so i can pin point where the player is clicking

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becuase if i dont use the line trace under cursor the game doesnt know where the player is clicking

ocean radish
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Depends if you really need to know where they are clicking if your rotating your character to face the mouse point anyway

royal rain
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well i havent done that yet but i will

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and i do

ocean radish
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atm the first line trace is fine, you shooting in the direction the character is facing

royal rain
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no

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it doesnt

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it goes in the opposite into the air

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always backwards

ocean radish
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look at your actor blueprint and make sure its pointing along the x axis i believe

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could have some funky rotation going on in the character

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or atleast the visual part of it

royal rain
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like make sure that the actor location and actor forward vector is correct

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it could be wrong but i dont think so

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damn dude your right i fucked on the thing

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but still

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right now i want it to be in the direction of the cursor

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doesnt matter if he is facing that way

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and i want the ability for the game to see if itsa head shot

ocean radish
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ok then you'll need to trace from the characters location to the cursor location

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right now what your doing is tracing from character towards his forward direction by 5000units

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Get player controller>convertmouselocationtoworldspace

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then you can set the Z manually

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so do the trace from actor location to that

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@royal rain that should point you in the right direction, i'll be on again in about 40mins, if you still need help gotta pop out

clever cedar
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I'm trying to use a Get Game Mode node from an Object derived blueprint... but its not showing up. Is there a way to get the game mode from an Object blueprint? It seems to work with other Blueprints.

royal rain
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Sorry I'm in school now so i might not be able to respond and have a conversation

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But thank you for that info. If I need more later in the day I will update you

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Becuase I forgot to tell you something but I had to leave

ocean radish
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@clever cedar any reason you need it to be an object one? there completey stripped out and have access to pretty much nothing

clever cedar
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Yeah I'll probably make it an Actor, even though it doesn't really need to be placed in the level. Why is everything stripped out of Object in Blueprint though? You could do a lot of that stuff in c++ with UObject

ocean radish
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@clever cedar not sure honestly maybe just how they handle blueprints compared, I'm rubbish at actual coding so do as little as poss in c++ ๐Ÿ˜„

glacial eagle
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@clever cedar uobjects don't have a world by default, so they can't access other world-based stuff. need to hop into C++ to change that

tulip iris
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Quick question. Will a hidden level stream still run logic? My assumption is that it will just be invisible but still functional in its level BP.

tribal wave
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can anyone tell me how to get the pawn the Player Controller is controlling? Can't find it withing my PC blueprint, thought there was getControlledPawn or something but that isn't it?

tulip iris
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get player pawn node

tribal wave
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thanks for the quick reply!

tulip iris
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Sure thing

fair estuary
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@tulip iris I don't think that it will. You can put a print string in the logic that you would expect to fire while hidden and see if it actually does or not.

tulip iris
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I checked and it does not continue to tick if hidden

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It wasn't hard to test I just wanted to see if someone knew off the top of their head. Thank you though ๐Ÿ™‚ .

fair estuary
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Sure thing ๐Ÿ™‚

fathom portal
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Hey friends, I'm finally moving away from random generation, but for some reason I'm getting this error when trying to save my level:

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I have a paper tile map with one, basic layer that looks like this for now:

fathom portal
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@spark bridge helped fix my problem, with the classic "closing project, deleting intermediate/saved, generating visual studio files, and reopening"

spark robin
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Do you guys know if theres a way of making this simulation a little bit more subtle lol? Would be dope if it didnt look like he got blown up by a landmine https://youtu.be/8xG0_nx4rUg?t=350

In this video we take a look at how we can set up ragdoll physics for our zombie enemy character so when it dies from a bullet induced death it will drop to the ground using realistic physics actions.

โ–บ Resources: https://www.virtushub.com/game-dev

Unreal Engine 4 Beginner T...

โ–ถ Play video
fathom portal
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Maybe just using an entirely different tool, @spark robin? There's a number of ragdoll options out there:

spark robin
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I dont have a budget for paid stuff โค๏ธ

fathom portal
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Entirely fair

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Lemme search to see if there's a free one

spark robin
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So Unreals built in physics are always this intense?

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Cant I like affect how it acts somehow?

fathom portal
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I mean I'm no expert in ragdoll, but it would appear if you removed the impulse added by the projectile it shouldn't freak out like that

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Like the projectile might have something like this:

glacial eagle
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It would also appear the physics asset is a complete mess

fathom portal
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Which you can reduce or remove altogether

glacial eagle
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I mean you can't expect that to act normally

spark robin
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The thing is, if he is running when he gets hit, the flies in the direction he is running towards, so Im not sure it matters

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And no, theres no add impulse node

fathom portal
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Rip, well I'm out of ideas

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Not sure

spark robin
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@glacial eagle

glacial eagle
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Yeah, but you need to manually adjust the physics properties

spark robin
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Never explained how it actually works

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okay

glacial eagle
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I mean that one isn't even symetrical

spark robin
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But even if it was, I dont think that would fix it flying like it does

glacial eagle
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Right now I'm willing to bet all those physics bodies collide with each other

spark robin
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Oh

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alright

glacial eagle
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It if doesn't simulate properly in the PHAT tool it won't in the world either.

spark robin
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I will try resizing and moving the collision boxes then

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(So they wont overlap)

glacial eagle
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it takes a long time to adjust them to be stable

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You can disable collision between bodies

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But physics tuning takes forever

spark robin
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Where would I turn that off then?

glacial eagle
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We use boxes instead of capsules too, because capsules just roll around indefinitely

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It's a setting per-physics-body

spark robin
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Is each individual capsule a body then? (lol sorry, Idk the terms)

glacial eagle
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yeah

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and they represent the collision of the mesh as well

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So atm, it's a mess

spark robin
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For all

glacial eagle
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can't get my editor to open RN because of code, but some of the template projects probably have a semi-decent setup you can look at

spark robin
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Idk, I will just leave this for now. Im not planning on using this character for anything anyway

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(My first attempt on fixing it didnt quite go very well so, lol)

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Otherwise if there are any nodes that can manipulate how the physics acts

verbal bolt
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is that possible to create a BP function in C++ that changes the output type of the array depending on a type passed?

spark robin
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Like make them more subtle and maybe increase the gravity

verbal bolt
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say, I have a function that collects certain types of objects into an array

odd ember
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@verbal bolt are you talking about generics?

spark robin
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(He just falls to the ground now, no more flying around)

royal rain
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@ocean radish I just read what you told me and it sounds great and hopefully is what I need. But I was wondering if this would understand depth as well as horizontal plains. What I mean is if I want to shoot above me or below. Or if I want to shoot someone leg instead of their body.

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I'm also not at a computer

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I will be but it doesnt have unreal

odd ember
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@royal rain why don't you just change the camera to isometric for shooting?

royal rain
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That's a thing never considered it if so

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Might be betyer

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Better

ocean radish
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@royal rain That wouldnt by itself no, you could either it really depends on what you want to acomplish, if its top down how are you intending to aim at a lower elevation?

odd ember
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I suggest you go look at fallout 2 for reference

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or xcom even

royal rain
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I haven't studied fallout 2 but I know 2that it looks lik3

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Also newer or older xcom

odd ember
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newer is fine

royal rain
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Yeah I've played those

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And I dont know but I know when I was searching the topic other people had the problem and probably found something out

ocean radish
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@royal rain something iso or 3d would be better if your looking to add player skill aiming, in rather than say random or character skill checks

royal rain
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Wait I mean I am in 3D I took the thrid person template and just moved and locked the camera

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Maybe I should have said that

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So I have wasd

ocean radish
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but you put it into a top down view?

odd ember
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isometric presents more challenges than top down, but it's not insurmountable

royal rain
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Yes I put the camera above the player

soft lark
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after 2 years working with unreal engine at home i finally figured out how to use blueprint interfaces!!! yay me

ocean radish
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So my question is how did you intend for the player to aim for headshots or legshots, was you going for a random chance, eg hit them and then had a 20% chance to hit the head, or somthing along those lines?

royal rain
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At least you know coding better than blue peint right? @soft lark

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No

odd ember
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a very strange thing to learn in isolation

soft lark
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@royal rain not even the slightest, I am a 3d artist by trade ๐Ÿ˜„

ocean radish
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@soft lark Grats welcome to massive world of protentional that is interfaces ๐Ÿ˜„

soft lark
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thanks

odd ember
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so how do you use them @soft lark

soft lark
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before i would always cast like an idiot ๐Ÿ˜„

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in my example I made a character spawner that set an actor variable at the start inside my player controller

royal rain
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So it is in real time. Of course the game would take into affect how the gun shoots. Like if it's an AK47 then it might not be as accurate. And I know it's possible to at least get headshots becuase other games figures it out. Even if it's not unreal and it looks isometric.

odd ember
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if it's real time stick with one camera

royal rain
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I wanted to figure out if maybe I could figure out head shots and body shots. Then leg and arm shots could work too

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I am

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It only has one camera

ocean radish
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ok i think i see what you mean, you want random variance to the shots that could possibly hit other parts of the body, rather than aiming directly at them

royal rain
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That too

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But in the camera angle you could technically see the arms and legs

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Mahbe

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Maybe

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If the mouse cursor always looks at the lowest point it is pointed at

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If it is pointed at someone's leg

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It will aim there

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And if its pointed at a head it will aim there

odd ember
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and everyone is wearing clown shoes with biking thighs..

royal rain
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If it is above the character it will aim there

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That might cause problems but

ocean radish
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ok so just setup hitboxes on the enemies on the different parts

royal rain
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That's what I was thinking too

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Like if the mouse is over a hitbox. Then it will aim there idk

odd ember
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you'd need that regardless

royal rain
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I wanted the ability to shoot different body parts but not yet the ability to cripple them becuase that's way too far off

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I know

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But how I get to that point of targeting those parts

ocean radish
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then if you do a trace from cursor down, and get the hitbox, and add make that the z value, i do think it will add a weird aiming system in a top down

royal rain
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It's not so much that the player will always shoot the limbs

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But that they can

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They might go for the head most of the time

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But it's not always guaranteed that if they aim towards their feet that the shoot their feet

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Becuase recoil and handeling

odd ember
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I think that's besides the point

royal rain
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Ye maybe

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Ok so the thing you told me before wouldn't work here or what. I understood the thing you said before

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For the most part

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But I didn't explain everything there.

ocean radish
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you could make that work, you would need to get the Z value from another trace, but i think that would really add randomness to a TD

royal rain
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That's why it's a prototype

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Who knows if it will actually be fun to tedt

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Test

ocean radish
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so hit under cursor and get the hitbox hits z value and set that to the traces x and y

royal rain
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Now I might come back to ask more questions now that I am on a better track but I wont have to ability to use unreal for a while. I hope I can pull a big brain and actually understand these things

odd ember
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I'd stop trying to cram stuff into a camera that doesn't support what you want to do

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if it's hard to implement something like this, it will also be hard for players to read it when they're playing

royal rain
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For the most part I would need to be in unreal to understand what you are referencing @ocean radish

ocean radish
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@odd ember I would agree here, if you want to add variance to the hits let the recoil effect do that for you

royal rain
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I mean I'd rather find out that for myself and put it in a portfolio and explain what went wrong and why it didn't work

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And I'm not having the camera do the recoil

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If that's what you tought

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Thought

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And this is under the assumption i go by what someone said that I needed two line traces

odd ember
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I'll be honest if I saw that in a portfolio I'd be thinking, "yeah that's obvious"

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but sure try your luck if you want

royal rain
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One from the camera and one from the player

odd ember
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there's no need to reinvent the wheel though

royal rain
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Am I allowed to make my mistakes while learning to make games @odd ember you are being pretty harsh here for trying to be creative

ocean radish
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you do need 2 traces but not from camera, if you're looking to aim under the cursor it needs to be the cursor because the camera will just be pointing down, and assuming your player is in center will just hit there

odd ember
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it's just a heads up from someone working in the industry

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do what you want

snow geyser
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efficiency is sexy in the industry

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๐Ÿ˜›

royal rain
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Ok

ocean radish
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@royal rain dont take it as a negative, hes not meaning to be demoralising or attacking you, just trying to help not go down a route that probably wont work, but if you really do want to do it, I will help you understand what you need to do, and ofc you can do anything you want to do, when you get into unreal next message me if im on

royal rain
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I mean I would like to know a better way of doing it I always would. It just doesn't seem constructive when you dont give a different way of doing it. Maybe I missed a message but he didn't seem that patient of a person to help on what could be different.

odd ember
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I did

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multiple times

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you even agreed with me

royal rain
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Maybe you weren't clear enough or idk I missed it

odd ember
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lol

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I mean

royal rain
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And you didn't want to expand upon it. Idk do we really have to get like this?

odd ember
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I gave you some pointers on what to look for, like what do you expect?

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no offense but you're acting pretty entitled

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we're all volunteers here

royal rain
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I am not you seem to be toxic towards people looking for help.

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And I know that

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I dont expect anyone to help me

odd ember
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I mean you are the one attacking and blaming me currently

snow geyser
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Cranz is a super helpful guy here. I am too lazy ot read back but I highly doubt he criticized without offering suggestions

royal rain
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I do expect that toxic helpers dont jump all over people

odd ember
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I just said if I saw it as a portfolio piece I it wouldn't be a positive

snow geyser
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hes regularly helping people

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๐Ÿ˜›

odd ember
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read into that what you want

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but honestly this attitude isn't really what I'd expect of a designer looking to join the industry

royal rain
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At this attitude isn't from someone I expect who is in the industry theres a reason why people joke that message boards are toxic. Becuase of this crap

odd ember
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alright man, good luck with your project

royal rain
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Thank you

hollow flame
muted valve
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@hollow flame that notification doesn't play in a shipping build

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But to my knowledge there is no way to remove it in the editor when you PIE

trim matrix
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hey i got a question about collision if anyone can help

odd ember
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@trim matrix just ask

trim matrix
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so Im using the overlap event to add map collision to a projectile, do i need to enable overlap on every single part of the map or is there a easier way? @odd ember

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every single object*

odd ember
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collision presets

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in your project settings

trim matrix
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ooh

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where in the settings

odd ember
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you only need to enable overlaps on things you want to trigger from the projectile

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the project settings, it's in the edit menu I think

trim matrix
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okay

odd ember
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once there it's all under "collision"

static fjord
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hello, how can I unset a bool variable?

tight schooner
#

It's either true or false, right? I don't think there's a third state.

#

Set [name of boolean variable] with the box unchecked?

odd ember
#

@static fjord set it to false

static fjord
#

no

#

tur it false is not unset

odd ember
#

there is no third state

#

a bool is a primitive type, it can't be null

tight schooner
#

add it to a boolean array but then delete the index alex

odd ember
#

like what are you trying to do

#

what scenario is your case applicable in?

static fjord
#

in blackbord need to have the variable back to unset

odd ember
#

for a bool that's false

static fjord
odd ember
#

is set is the same as true

static fjord
#

IS SET ou IS NOT SET

odd ember
#

is not set is the same as false

#

for a bool

static fjord
#

ummmh

#

false ou true the variable is set with a value

#

unset it the same not exist

odd ember
#

yes but in the case of a bool it's what I wrote

#

the blackboard has the same interface across all variables

#

for object based variables set/unset is different

#

for bool it is not

#

the same goes for all other primitive types

#

like how are you going to unset a float?

#

or int?

static fjord
#

in php have the unset() destroys the specified variables.

odd ember
#

right but this isn't php

#

like if UE4's behavior trees and php had a venn diagram, those circles would be astronomical distances from each other

#

but let's be clear, you can't destroy blackboard variables

#

most likely unset will set them to their null value, i.e. false for bool, 0.0 for float, 0 for int etc.

worthy pendant
#

Hey guys!
So, I'm having a slight issue
Random Float in Range seems to be outputting the same result every time the program is run :^) which isnt great, lmao

neon remnant
#

(zoom in (tell me if discord compression makes this imposible to read)) im trying to make it so that if you get close to another player there hover ui gets shown but its not replicated to other clients and it only shows the server's hover ui anyone knows what went wrong?
(the server's cast always fails and i dont think making a wdiget visable is replicated)

edit: replication works now but the cast only works for the opisate chactor

trim matrix
#

is it possible to make variables independent in an actor?

worthy pendant
#

What do you mean @trim matrix

#

Do you mean like
having the variables be pulled by any actor?

trim matrix
#

yes

worthy pendant
#

Yea
You can save the variables in the game mode

#

Then cast to the game mode, where you can then pull the variables

trim matrix
#

how do usually do with global variables?

#

because I have two actors, of the same type in the map, and the control for the variables programmed inside the actor works only in the last actor inserted

#

what would be a cause for a crash on server travel?

worthy pendant
#

I think you're gonna have to provide more information

neon remnant
#

is it possible to try/catch in blueprint or to see if a varible still exists

trim matrix
#

you mean I have to pass more information to the actor by creating more variables?

worthy pendant
#

No, as in I don't know what problem you're facing, lol

trim matrix
#

ah sorry xD

worthy pendant
#

You have two of the same blueprints placed in a scene, that contain variables

What kind of variables?
What are they used for?

Only the most recently spawned blueprint of the two has functioning variables?
How arent they functioning?

trim matrix
#

I have a wardrobe (my actor) that should open if the player character is inside the triggerbox of the wardrobe and presses the interaction button (spacebar).

so I created a variable inside the actor (a bool variable) to check if the player character is inside the triggerbox, so,

if the player character is inside the triggerbox and has pressed the interaction button, the wardrobe opens, moving a component.

and this works.

the problem is that if I insert the same actor 2 times in the map, the previous wardrobe will no longer work but only the new one will work.

shell estuary
#

@sand shore Ty for link yesterday on communication, watched entire thing, learned some stuff, now have to think how to implement for my scenario

sand shore
#

Excellent. No worries!

fickle nebula
#

Hey guys! I know there's a way to select actors and turn them into one static mesh in the editor, but how I make this using hypothetically meshes in BP?

shell estuary
#

Anyone have a list of blueprint exercises I can follow? Like challenges/quizzes that get you thinking.

modest hull
#

Sorry if this is the wrong channel but can anyone help me create an active ragdoll similar to this and it doesn't have to be exact. The only thing I really want to try and get working is like when you have a foot not on the building you fall or just when you fall from a high place you ragdoll or when you get shot

#

here is a video of some of what I mean

zealous moth
#

I am using the following workflow to communicate within a top down template between controllers; please let me know if there is a more effective or efficient way of doing it:

#

the first case is set through a singular false boolean

#

the second is when the boolean is true

#

and you can toggle between the control schemes

unborn turret
#

is there a way to find out if the player is in PIE or not?

fiery glen
snow halo
#

Hey all, just quickly hacking something together and wondering if it's possible to change camera settings in BP of the default pawn that spawns in a blank level with a PlayerStart?

#

Just wanna change the FOV at begin play

#

i do have a custom game mode with a custom bp controller if that helps

distant sedge
#

@unborn turret Can create your own cpp function in your project BP Library

UFUNCTION(BlueprintCallable, BlueprintPure, meta = (WorldContext = "WorldContextObject"))
static bool IsPIE(UObject* WorldContextObject)
{
    if (WorldContextObject && WorldContextObject->GetWorld())
    {
        return WorldContextObject->GetWorld()->WorldType == EWorldType::Type::PIE;
    }

    return false;
}```
snow halo
#

Right now i'm just casting to default pawn but i can't seem to grab anything camera related from it

neon remnant
#

i have a widget inside of a pawn how can i get a refrance to that pawn from the widget code?

neon remnant
#

anyone know?

#

get owning player pawn returns only the client pawn

fiery glen
#

I would have the pawn change a variable on the widget that is a reference to that pawn on begin play

neon remnant
#

i cant refrence the widget's varibles

cyan lion
#

get player character -> cast to class of your pawn -> get widget component -> get variable

#

or if you want do it from your widget (as i read it now ;P)

neon remnant
#

get player only returns the current player's client

#

i need to get the client that controlls the widget

cyan lion
#

its still should work

#

or maybe you can try to get owner of that component

neon remnant
#

i think i already tryed that but i will see

thorny cedar
#

i have a physic constraint on a static mesh actor. When hover into a sphere i want this mesh to snap to the sphere

#

but it snaps but wont stay there in a locked position

odd ember
#

@thorny cedar probably have to disable physics on snap

thorny cedar
#

yep tried that a second ago

#

works

south dome
#

Have you tried get player controller then get hud to bypass getting it from the variable? or are you trying to reshow the widget?

#

Nvm sorry just read up the chat

#

Make a base class for players with a function to show the hud, create a child class if you want different abilities or other things and then check with pawn sensing for another of the base player and cast to the base player to access the show hud function from the pawn it saw?

#

If i rushed the explanation please tell me I'm terrible for doing that

spark robin
#

I basically want to either get variables or call functions from the SimpleAI classes within the sphere collision

#

(Please ping on reply โค๏ธ )

south dome
#

@spark robin Have you tried a for each loop on the array and then casting to the Ai you are looking for variables of

ocean radish
#

@spark robin if you have to use that node, pull out the array and do a foreach and use a blueprint interface to call events on them

livid blaze
#

if i have a umg widget component in world space (as opposed to screen space) attached to an actor, it casts a shadow. i dont want it to do this but there wasnt an obvious way to turn that off. how do i, please?

spark robin
#

Ugh, could you give an example? Im not sure I get what either of you mean

#

The reason to that Im using the get overlapping actors node is because its a grenade, so all Simple AI characters within the sphere collision must be destroyed right as the grenade goes off, and not as soon as a simple AI enters the sphere collision

south dome
#

I cant open unreal right now but drag off the overlapping actor and search for each loop, then drag out from loop body and get destroy actor and drag from array element to the target actor of the destroy actor

spark robin
#

Yeah well I want to be able to call a function from within the Simple AI or access variables from it, not just destroy it

ocean radish
#

have you used an interface before?

spark robin
#

Nope, probably not

#

(Which is within SimpleAI, tho I dont mind if I have to recreate it within the grenade blueprint)

ocean radish
#

are you trying to implelement falloff damage?

spark robin
#

Yeah

ocean radish
#

there is a node already for that

#

apply radial damage with falloff

spark robin
#

Thanks, what does it actually do tho? I have my SimpleAI's health as a variable atm, can I make it affect just that?

ocean radish
#

but yes its what you can use for your case

spark robin
#

I will have a look on it in a bit โค๏ธ

south dome
#

Im trying to generate a level out of tiles, I tried to make an attach point and generate the next tile at the attach point and everything looks right but when the ball rolls over it it bounces up like theres a small lip at the edge its bouncing off, anyone have any ideas?

#

The attach point has only been moved along one axis so it should be exactly inline (It looks like its inline but its apparently not)

atomic salmon
#

@south dome this happens because your tiles have a small gap and a sharp edge in their collision profile

#

You can solve it in few ways. One is to try to increase the contact offset for the ball.

#

The other is to create smarter collision volumes for your tiles

south dome
#

Ive tried moving the attach point that didnt work, smaller collisions might thought

atomic salmon
#

I can show you how to shape your collision volumes

south dome
#

Ah yeah that makes sense i wasnt sure which channel it should be in

#

I didnt make the collisions for the floor its using the template floor at the moment so its the collision in their mesh

#

Ill give changing the collisions on the mesh quick and see if it helps, im not sure if i tested if the same happens on the bumpers to be fair so it might just be the floor

atomic salmon
#

Should look something like this. Orange is the visual tile, black is the (custom) collision volume.

south dome
#

So it shouldnt be the same shape?

atomic salmon
#

Not necessary and actually in this case you don't want them to be the same shape.

#

Collision volume is for physics and the visual tile is for rendering.

south dome
#

So purposely overlap them to try and create a smoother transition?

atomic salmon
#

Correct

south dome
atomic salmon
#

The triangulation triangular tessellation of the top collision face may also play a role. Not sure how accurate that is.

south dome
#

Yeah im gonna change it to a simple box quickly and see if that helps if not ill try the shape you showed above

atomic salmon
#

Here is how the two collision volumes overlap when the visual tiles are placed side by side

odd ember
#

oof

south dome
#

Okay, the simple box helped it slightly, is there any way to make that shape in unreal?

odd ember
#

a frustum shape?

south dome
#

Yeah as collision

odd ember
#

not as simple collision

south dome
#

I assumed convex would allow it but it doesn't give many options

odd ember
#

currently the collision system is very limited

south dome
#

Yeah im seeing that okay ill have to do it in 3ds thats cool thank you

odd ember
#

once chaos is out I'm hoping for more options personally

#

it's very limiting, especially for concave collision

#

I'd also like to see a greater selection of simple collision, but perhaps the formulas are more complex so it might not be worth it

atomic salmon
#

@odd ember what would you do with concave collisions?

south dome
#

I dunno if they count a sphere as simple collision it cant be that hard, they have a lot more points

odd ember
#

@atomic salmon fuse meshes so they can have a single lightmap

atomic salmon
#

@south dome For collisions it is not the shape itself that matters, but how easy it is to calculate whether there is a collision or not for that shapes. Sphere are very easy if you think about it. Collision is when the distance between their centers is == to the sum of their radii. Very easy to calculate.

south dome
#

Yeah true i was trying to think how would you for more complex shapes but yeah

atomic salmon
#

@odd ember concave collisions made of overlapping convex ones are not that expensive. That is more likely to be the way.

#

Anyway I think it is going to be a while before we get a fully featured Chaos able to replace PhysX.

cedar sparrow
#

So i'm making a game like hearthstone, on the upkeep phase some cards trigger certain effects. When the upkeep phase starts, how do i sent out a notification that every card can pick up on? Is this possible or do i have to loop through every actor on the board and check if it has an upkeep effect?

#

basically every phase i want to send out an event that says "hey this phase is starting" and any card that does something on that phase triggers

south dome
#

Could you check in the card if a condition is met in the main game blueprint instead?

cedar sparrow
#

sure but how does the card know WHEN to check?

south dome
#

yeah it would only work with event tick which isnt ideal but it would work

cedar sparrow
#

i feel like there's a better way than event tick for 30+ cards lol

#

but i haven't been able to figure it out

ocean radish
#

are you currently tracking all your actors in an array?

cedar sparrow
#

tick would be my last resort

south dome
#

Yeah just checking you knew it was an option sorry

cedar sparrow
#

@ocean radish i mean there's the built-in array GetAllActorsOfClass

odd ember
#

@atomic salmon it's not an ideal solution if you need to have a single mesh due to lightmap constraints

ocean radish
#

yea but that goes through all actors in the scene

odd ember
#

ue doesn't do great with modularity unfortunately

south dome
#

If you keep an array of the card actors you could use tags on actors to check if it triggers certain effects

#

If it has the tag upkeep run affect

#

still looping through all actors but doesnt use event tick

cedar sparrow
#

yeah i mean i was thinking of when a new phase starts, run a function that scans all cards in play

ocean radish
#

Again it comes down to a blueprint interface, track all Card actors in an array, or use get all actors of class, then trigger and event on them using a blueprint interface

cedar sparrow
#

and if they have an OnUpkeep function trigger it

atomic salmon
#

@odd ember I think you are mixing up collision volumes (physics) with visual aspect (lightmap), but I see what you mean

odd ember
#

I'm not mixing them up

#

I'm saying they go hand in hand

south dome
#

the array can only be as big as the number of cards the board takes so it shouldnt get out of hand or take much time to run

atomic salmon
#

@odd ember they are two different aspects

odd ember
#

yeah but they're usually part of the same asset

#

unless you're custom building your collision

#

which again isn't an option in ue4

#

so idk why you're putting such emphasis on the distinction here

cedar sparrow
#

Yeah i just didn't know if there was like some sort of listen function that i could trigger

atomic salmon
#

@odd ember You can custom build collisions in the mesh editor within UE4. You don't have all the flexibility you have in a DCC tool but it is possible.

odd ember
#

not with great results

#

it's very buggy

#

hence why for now there is a strong coupling between asset and collision

south dome
#

Not that ive found someone else might know of something

odd ember
#

and because there is already a strong coupling between asset and lightmaps, it's hard to separate them

#

again, in ue4

ocean radish
#

@cedar sparrow Yeah thats exactly what blueprint interfaces do, all you to call events on any objects and if they have a corresponding event on them it will trigger

odd ember
#

at work I use an in house engine that doesn't have this issue for instance

#

so it's one of the areas of unreal I wish would improve

#

and maybe it will with chaos

atomic salmon
#

@odd ember I don't see any strong coupling to the point that you can easily import your own custom collision meshes regardless of the visual aspect of the mesh, but ok.

odd ember
#

complex concave collision will be buggy

#

sounds to me like you haven't tried it

#

that is all

atomic salmon
#

@odd ember sure

#

but careful before stating what one has or hasn't tried

odd ember
#

I said it sounds like

#

there is a difference between what is possible and what the realities of the engine are

south dome
#

Using that collision shape made it worse, im really not sure what it is

atomic salmon
south dome
#

Cool

atomic salmon
#

the problem may be with your sphere are well

tame pecan
#

Hello!

How do I go about saving variables like an integer inside a spawned actor? I'm using unreals generic SaveGame.

#

It saves some actors integer but some not

cedar sparrow
#

@ocean radish do you have any good resources on blueprint interfaces?

ocean radish
zealous moth
#

@cedar sparrow the official UE4 training on BP communications was the best resource imho.
There are way too many ways to use BPI and each time a video like Mathew's try to talk about it, they really narrow the scope of BPI and what you can do with them.
https://www.youtube.com/watch?v=EM_HYqQdToE&t=3123s

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...

โ–ถ Play video
odd ember
#

@cedar sparrow based on what your original query was, I'd suggest event dispatchers

zealous moth
#

In fact, most BPI tutorials out there plain suck...

odd ember
#

well most people using interfaces don't know how to use them

#

there are many better ways currently of doing what an interface does

zealous moth
#

I haven't read back that far.

odd ember
#

he wanted something that was notified of a state change

#

e.g. game switches to "upkeep phase"

#

notify cards that trigger on upkeep phase

#

which is pretty much exactly what an event dispatcher does

#

I would set this up within a single hierarchy under a BaseCard class

#

that handles all dispatch information

zealous moth
#

ah yes, I haven't had experience with that but I was reading up on it

#

I wanted to make a turn based combat and indeed event dispatchers with BPI to pawns was what I concluded was the easiest way to handle turn phases

odd ember
#

the fringe cases for interface use is where you have multiple, separate hierarchies that need to convey similar implementations, but in their own way

#

e.g. an interaction prompt across interactive objects and characters

zealous moth
#

^ yup

cedar sparrow
#

ok great guys

#

thanks

#

ill look into both

zealous moth
#

actually, I got a question.
Other than finding all actors of class withing your scene, get 0th and then casting to it; is there a better way? It just looks very awful in execution.
I know which one it is and it is the only one controlled by my custom AIController; however I cannot even call the custom AIController unless I call the pawn it controls... so it's a circular logic

spark robin
#

So Im spawning an actor with the "Spawn actor from class" node and got a Event Beginplay on that actor blueprint that Im spawning, however it wont trigger ๐Ÿค”

Anyone got any idea what could be wrong?

#

The BeginPlay never triggers, to be more precise

#

If I just drag in the actor into the 3D viewport from the file manager however to make it spawn when the game starts, beginplay does trigger when the game starts

ocean radish
#

click on the being play and press f9 to toggle a breakpoint to be certain it isn't triggering

shut fiber
#

because the actor is spawning after the game has started?

spark robin
#

I've already tried removing the actor I tried placing into the scene to spawn in the beginning, it wont make a difference for the beginplay node to trigger when the spawn node spawns it

shut fiber
#

Personally I would avoid doing stuff like that and instead make a function that you call on the actor after spawning it

spark robin
#

And ugh is there another way of "toggling a breakpoint" than hitting F9?

#

I have F9 assigned to a media key

#

(In Windows registry, lol)

odd ember
#

@zealous moth yeah generally if you have proper communication in your blueprints you never need to use get all actors of class

spark robin
#

I mean, I guess I could do that @shut fiber . I will come back again if I dont get it working that way (or run into some other issue)

#

Thanks ๐Ÿ™‚

shut fiber
zealous moth
#

@odd ember what would be a more proper communication in this case? How can I call that controller and its 1 pawn?

odd ember
#

I couldn't really understand your case from what you wrote, perhaps you can explain it more thoroughly?

spark robin
#

Actually @shut fiber I have a delay in the code that needs to execute in the class Im spawning, ugh, any ideas?

shut fiber
#

are you sure you need the delay?

#

can you share the code?

spark robin
#

Yep, otherwise the grenade will explode right as it gets thrown lol

#

And I mean, sure, but how?

shut fiber
#

also @zealous moth there are built in functions for referencing pawns, use those. It's hard to suggest what to do without any context of when this event is happening and where

spark robin
#

What do I paste there tho? lol ๐Ÿ˜„

#

Oh

#

I thought it was pastebin for a sec

#

wait

shut fiber
#

it is pastebin but you copy and paste your blueprint nodes ๐Ÿ˜›

#

Also a delay does kinda make sense here so use custom events - they can be called just like functions can

spark robin
#

Oh this is cool

#

Its WIP after Spawn Sound At Location, so ignore that part

#

But yes, I need the delay unless I recreate this inside of the blueprint that is spawning this class

zealous moth
#

@odd ember I upgraded the topdown template with an AI pawn to get better click to move logic. The original has simple move to which does not have any parameters. The better alternative is Move To which requires an AI Controller. So I separated the camera from the pawn and basically the setup is that the player inputs are sent to the camera and if any click events occur from the player, I send that to the AI controlled pawn. It works. However the solution is not elegant.

When I try to talk to the pawn, it is very difficult to specify it through casting. The only alternative that worked was to find it manually.
Here's my "move to":

#

@shut fiber I know there are. I don't know how to use them for non-player controlled pawns without finding them manually.

shut fiber
#

are you only ever controlling one pawn?

spark robin
#

I mean for now its just 1 player controlled pawn and blueprint in the game if that is what you mean

#

Why?

shut fiber
#

Then just expose "My Pawn" as a public variable and set it manually

spark robin
#

Or do you mean the grenade? Because people will be able to carry multiple of those

I figured it out, case closed

odd ember
#

@zealous moth so you can setup your controller to know your pawn and vice versa in the game mode

zealous moth
#

erm...

odd ember
#

your inputs should be delegates/event dispatchers that you bind your controllers to react on

#

you're also not using interfaces the way they're supposed to be used

#

right now all it does is act like a tag

#

which you might as well use tags for

zealous moth
#

I am using the interfaces for a double whammy. Why use tags and interface when you can just use the interface ๐Ÿ˜›

#

it is used for interaction purposes depending; not shown here

odd ember
#

k

zealous moth
#

@odd ember "your inputs should be delegates/event dispatchers that you bind your controllers to react on"
I think I see what you mean. I will look into that

odd ember
#

usually this can be done automatically because the engine is good at ensuring inputs are bound

#

so it might be the case of using the mouse click input in your AI controller

zealous moth
#

but the AI controller cannot get inputs from the user

#

and the whole game mode thing, I fail to understand what you mean. Where can I specify what my AI controller is and what its pawn is? All I see are options for the player controller

split ginkgo
#

Is there a way I could detect collision with a HierarchicalInstancedStaticMesh and detect what instance I'm colliding with?

cedar sparrow
#

@odd ember event dispatcher is literally exactly what i needed! thats working perfectly

odd ember
#

@zealous moth can I see your AI controller setup?

#

like where is it located?

#

and how does it reference the player character?

zealous moth
#

the controller is pretty much empty, but I am planning on moving stuff from the character to the controller

#

here's the character:

#

by default, if it exists, it is controlled by the AIC unless the PlayerController says otherwise

#

and since I just need the AIC for MoveToLocation and MoveToActor commands, I did not populate it with anything

odd ember
#

I mean where do you set up your controller to know the pawn

#

your AI controller that is

zealous moth
#

based on how I set it up, the pawn existing in the world spawns the ai controller

#

I don't know of any other workflow for this

odd ember
#

that's fine since the AI controller is not our main controller

#

what you should do though is probably let the player controller spawn the AI controller though

#

in game mode

#

there is a function called SpawnDefaultPawnFor in the override menu

#

you need to use that function

zealous moth
#

I see... how do i call that function?

#

not sure what to put in there

odd ember
#

the function is called automatically

#

when the game session is created

#

the idea is that you get a window into that process

#

you need to manually spawn your pawn, but this also gives you a space to let controller(s) and pawn get to know each other without creating weird bindings

#

so

#

on the character you need a reference to your player controller

#

on your player controller you need a reference to your pawn and your AI controller

#

and your AI controller just needs to know your pawn

#

you can use the Spawn Actor from Class node to spawn your character, and if you tick the box called Expose Variable on Spawn you can hook the AI controller and player controller into the pawn

#

likewise you can spawn an AI controller that knows your pawn as well this way

#

for the player controller, you can use Set AIController/Character to ensure they have the knowledge too

languid current
#

How come its not doing any damage?
@twilit lily hey mam, how did you solve this?
i have a similar problem

twilit lily
#

solve what?

languid current
#

I'm having a issue where the Any Damage node isn't getting called

twilit lily
#

not sure I'd need too see your bp

languid current
#

ok, wait a sec

twilit lily
#

Why on hit?

#

use a print to see if the hit is even working

languid current
#

the is indeed happening

#

(also, sorry if i misspell something, English isn`t my native language)

twilit lily
#

1 sec

#

Not too sure, I used it a bit differently

languid current
#

how so?

twilit lily
#

I didnt call a hit actor

languid current
#

you used the other actor instead?

twilit lily
#

I just referenced directly to my character

#

Let me see if theres a video

languid current
#

sure, thank you

languid current
#

oh, i have seen this one

twilit lily
#

This is what I used to resolve any issues with apply damage

languid current
#

ok then, thank you so much, if i discover there is some other reason i will get back in here to share the solution

#

again, thank you

twilit lily
#

You're welcome, hope you can get it resolved

plucky bane
#

hello, how can i disable an inherited function? I mean parent class does something and i need to have its child not to do it.

languid current
#

already tried to override that function in the child to be doing nothing?

plucky bane
#

how can i override?

#

i got it now thank you very much boogiepop

languid current
ocean radish
#

Hep peeps, hopefully someone can help me with this one, Im trying to setup a string array of names using BP is there a way to populate the array defaults through a BP rather than manually assigning them?

languid current
#

oh, sent it a bit late haha

plucky bane
#

still thanks for helping ๐Ÿ˜„

fathom portal
#

@ocean radish sounds like you want to populate the array during the event construct process

#

Where is the array of names currently located?

ocean radish
#

@fathom portal dont really mind where it is, just need to be populated in the editor as I dont want to have it do it at the start of a game or anything

fathom portal
#

Sure, but I mean where is the data currently? Like where are you trying to read it from?

ocean radish
#

@fathom portal a text file, which i have to expressively point to

fathom portal
#

Ah, yeah, no idea how to do that. I'd populate it through a datatable or just put the string into a variable then parse it out from there

#

If it's only every going to be one string, I'd use a straight up variable inside either the relevant blueprint or the game instance

#

If it's going to be a few different strings, either an array inside the game game instance/game mode/etc or a few rows in a data table

ocean radish
#

@fathom portal Yea, i have no idea how to get it to do it in the editor and it update the default values, tried it in construction script but that dont change the defaults so only goning to populate on game start and theres 3000 lines of strings converted to an array

#

@fathom portal Done it another way, used a CSV file as its more compatible and made it into a datatable

fathom portal
#

Very nice, proud of you

spark robin
#

How do I destroy all components in an array?

#

@fathom portal Hi again โค๏ธ

shut fiber
#

are you trying to empty the array or actually destroy the components that are referenced in the array?

fathom portal
#

^

spark robin
#

Destroy the components

shut fiber
#

for each loop - destroy

fathom portal
#

Are they all the same type of component?

spark robin
#

They should all be destroyed at the same time tho

#

And yes, they are emitters

#

Or a particle system component

shut fiber
#

that's as close to all at once as you're gonna get

#

unless you bind the destruction to a different event in a parent actor

fathom portal
#

You don't need a loop iirc, you can just plug it straight into the array

#

I didn't actually test this, but the editor didn't yell at me when I plugged it in

shut fiber
#

I wish it was more obvious which functions you could do that with - I always forget that's an option in some cases

fathom portal
#

Yeah, I usually do it and see if the editor yells at me

spark robin
#

Doesnt quite seem to work

fathom portal
#

Detail time

spark robin
#

Idk if it just removes the array or something, but the emitters dont get destroyed

fathom portal
#

Code show time

spark robin
candid dirge
#

Lol

fathom portal
#

uhh

shut fiber
#

you're using an unpopulated array?

fathom portal
#

Am I being punked lol

spark robin
#

I dont get these 2 to work as I intend either:

(Was a try to make it destroy emiters spawned 5 loops back)

#

?

fathom portal
#

You need to change "make array" to whatever array you're trying to work with

#

I used that as pseudo code to just show an example, since I don't have your variables

spark robin
#

Wdym by that?

fathom portal
#

You're using an array you're making right there

spark robin
#

Oh, so it makes a new array each time then?

fathom portal
#

It will always be empty, so none of your code attached to that will work

#

Nono, where is the array you're storing stuff in

shut fiber
#

disconnect the array from add, right click array and promote to variable

fathom portal
#

How are you storing these emitters?

spark robin
#

Lol I honestly dont know how arrays work, I thought I could just hook it up like that

#

How should I create an array then?

fathom portal
#

They work how you hooked it up, as in it's a valid set of code, but do what @shut fiber said

#

And do "Promote to variable"

#

Then hook that new variable into all the things that "make array" is currently hooked to

#

Are you trying to repeat this set of code? I'm trying to figure out what the code is supposed to do, can you explain?

spark robin
#

Smoke grenade

#

All the smoke still wont disappear tho, is there something else that I have to do?

fathom portal
#

Are you trying to get the smoke grenade to be timed, then go away?

#

If so, there should be a built in "lifespan" (not at my computer right this second or I would go look) float you can set

spark robin
#

Ugh, I feel kinda stupid now but I really dont know what you mean

candid dirge
#

lifepsan will only work if its an actor, in thisw case he'd need to destroy it

spark robin
#

The emitter spawn node doesnt seem to let me set the lifespan by itself from what I can tell

#

okay

fathom portal
#

Ah, thanks @candid dirge, I think they're also on projectiles

Which may be actors themselves

spark robin
#

If you have any suggestions on other ways of achieving this, Im open to anything really

candid dirge
#

what exactly do you want to do, spawn smoke, then destroy after a certain amount of time?

spark robin
#

Yeah basically, and its looped because I Want it to sorta follow the grenade in a trail

fathom portal
#

Any specific reason you don't just make the grenade an actor, so it can hold its own code/auto destroy after a certain time/etc?

spark robin
#

It is its own separate actor/blueprint

#

DestroyActor wont destroy the emitters it have spawned tho

candid dirge
spark robin
#

Ah yes

candid dirge
#

make the emitter itself an actor

spark robin
#

Thank you lmao, seems like a good solution. I will try it

spark robin
#

Yep, works great

#

Do you guys know how I could make it sort of fade out before it gets destroyed?

candid dirge
#

you could control opacity in material

rough wing
tight schooner
#

@spark robin Is it a particle effect in a blueprint? Deactivate the particle effect (use a generic "Deactivate" node), then set lifespan. Deactivating it will stop the emitters from spawning further particles.

#

@rough wing Use the "Set vector parameter value" node

rough wing
#

Yeah lol realised that

#

thank you

wanton echo
#

I'm using the side scroller template and i want to be able to move the character front and back ( closer and away from the screen) .. I'm thinking it needs to be set up like this ?

trim matrix
#

@wanton echo probably the Y or X axis

wanton echo
#

this does nothing ;/ I just tried changing the World Direction to x = -1 but that just makes the character turn around and face the viewer or back

trim matrix
#

yeah it should be X

spark robin
#

@fathom portal I hope its okay that I ping you like this

#

I believe I might of found a solution, so nvm

fathom portal
#

Ping me whenever, just dont be upset if I'm not on all the time

#

And if you find a solution to a problem, please post it so the rest of us know how to do it as well

trim matrix
#

How to use copy bone delta?

torn crow
#

Hey all, I have a UI widget set up with "on clicked" functionality.... I'm wanting to map a key to have the same functionality as the "on clicked" for that specific widget. I know i can set up custom key bindings in the project settings, but how do I get that custom key to fire off as if it were the same thing as clicking the widget?

sullen radish
#

@torn crow i think you can do this by using Blueprint Interfaces.

#

Hey guys, does anyone know how to make the touch manager project done by @AlanJWillard interact with interaction points scattered in the scene ?

#

i'm trying to get it done for weeks with no use. if there is anyone who can help me with this or even tell me how to contact Alan Willard ๐Ÿ˜ข

fathom portal
#

IS there any way to hide these white orbs in the viewport?

slow hill
#

Hit the dropdown in the top left of the viewport and enable "Game View"

fathom portal
#

Perfect, thanks @slow hill

fathom portal
#

Wow I can actually see the text and flipbook

#

Magical

zealous moth
#

@wanton echo I had this hurdle before. You can either make the character switch onto a spline where the controls for 2 directions go one way along the spline and the inverse for the other 2 controls. Other you can change the gamemode/controls from sidescroller to thirdplayer and back when you get out of that corridor

loud cipher
#

Is anyone willing to help me out for 10 mins with a bug on blueprints? Thanks

split ginkgo
#

I have a box collision and I want to get the scaled extent, but its not in the world coordinate space but (of course) is there a way I could convert it to world space?

static charm
#

just add which ever extents to the objects world location

split ginkgo
#

That's what I'm trying. Maybe theres an issue somewhere else. I'm trying to see if a InstancedStaticMesh has a object inside the box collision

#

Yes, its ugly but I'll fix that after I get it working

static charm
#

well do that math manually on that

#

and you'll see why it's not working

#

x y z of a box

#

plus world location just adds an entire offset to the location

split ginkgo
#

Isn't that what you said to do?

static charm
#

no i meant which ever extents

#

as in whichever piece of the box extents you need

#

but seeing your setup

#

i dunno id just try this

#

also you already have the "item collision" i dunno why you'd then get overlapping in box

#

instead of just pulling the overlapping stuff from the item collision itself

split ginkgo
#

Because I need to find the instance of a InstancedStaticMesh that it is colliding with

#

I need the instance's index

#

I am using "OnComponentBeginOverlap"

#

To trigger the check

unkempt granite
#

So Iโ€™ve got a save game object with an array of strings and an integer value. Is it possible to edit that array from another Blueprint? I can modify the int with no issue, but Add, Append, and Set seem to have zero effect on the array as it always stays empty. No idea if it matters but it also says the array is out of scope, but I just canโ€™t seem to modify it no matter what I do. The same goes for maps as well. Other variables seem to work fine though.

static charm
#

just to be clear, yes that will work but. you're just using the box size as an offset number, instead of the same size box. I think the new box you're making is gonna be twice as big. I dunno i dont use make box or that overlapping intance box

#

and most overlap type will give you the index of the instance

#

but id rather you just use the working code and move on lol

#

@unkempt granite

#

i never used save game but the documentation doesn't make it look like thats how it's supposed to work

#

you're supposed to edit stuff to it by using the Save nodes

#

i believe

#

yeah here the guys edits a more local array and then saves it to the save game object's similar array

mossy vessel
#

how to connect these

#

in the video they are using a different version of unreal

unkempt granite
#

@static charm Oooh thanks! First time using save objects haha. Thanks for the help!

twilit lily
#

Could anyone help me with clamping/limiting my velocity? Someone told me to use this, but not sure how translate it entirely. current += (target-current)*0.1

trim matrix
#

Hey there. I got that big rookie prob, that i start mixing too much different ways. So i have ~ round about 20 different projects but cant combine the core-features.. now i need some overhaul and logistic help. Maybe somebody can help me out?

#

My biggest problem is: Where i have to put my major features? Always in ne Char? Should i put some in the level BP so it works for other stuff later what i didnt see yet? and so on, and so on.

#

There are not so much "theory" videos out there, sorry.

fathom portal
#

@trim matrix, it entirely depends on the feature. If it works it works, but this is the guide I've been using:

distant sedge
#

Can put stuff in components so your work is modular

fathom portal
#

The key thing is that the game instance is the only thing that keeps it's variables (Other than like save games and such) through different levels

#

Everything else (game mode, game state, player state, player controllers, etc) all reset when you change levels, so you'll either need to use the game instance to pass stuff between levels or use a save system

trim matrix
#

Aha! Okay, that explain some big "???!" in my brain.

About "If it works, it works", sure - but maybe i try to ask bevor i start. First i prepare all items by hand till i got the hint with structure/tables and improve that on a big way faster.

fathom portal
#

Sure, right, of course

trim matrix
#

But thanks @fathom portal. Yeah sometimes it helps to ask about the "keyword".

#

Keyword in a meaning of.. to do more research and read documentations bla bla bla

zealous moth
#

easy question: is there a way to compare the current game mode into a boolean?
Get game mode gets me a value but it always returns false when I == compare it to itself

fathom portal
#

@zealous moth what's the end goal? Trying to see which game mode to switch to?

zealous moth
#

my NPCs have a decal on them scaled to 0 but if you use the WASD game mode, they will scale it back to 1 if you are overlapping their detection box; in the point and click game mode, the decal is permanently scaled to 0

#

so I need to get a reference to the current game mode to enable the decal scale up

#

this is always false

fathom portal
#

Cast it to the game mode you want to check ---> If cast works it's that one?

zealous moth
#

what would the wildcard object be?

fathom portal
#

"Get game mode ----> Cast to [whatever game mode you want to check]"

zealous moth
#

oh, pft, duh

fathom portal
zealous moth
#

close enough

#

worked

#

ty ๐Ÿ™‚

#

this is a bit off topic: when you spawn projectiles, you basically create a new object and on impact you destroy it. Does anyone know the limit prior to garbage collecting impacting performance?

static charm
#

you'll impact performance due to physics and the number of objects/draws before garbage collection has negative effects

#

a few thousand about

#

also depends if they are interacting projectiles

#

ie, bounce off eachother

#

or jsut the world

fathom portal
#

And curving projectiles

zealous moth
#

oh, no just normal straight line projectiles with expiry distance/timer

static charm
#

i had a few thousand bouncing in the world no problem on a low spec gaming pc

zealous moth
#

I was thinking of saving performance by having a limit of projectiles stored on the character and simply scaling them up and down and reseting their position after each shot. This way you never create objects more than once.

#

but I might be doing overkill here

static charm
#

yes

#

i have no idea what you're trying to save

zealous moth
#

save the frames

static charm
#

is this pc or mobile game

zealous moth
#

high end PC, but I want the player to be able to have 20 tabs on chrome and watch a movie on the side

static charm
#

20 projectiles re-creating them-selfs are going to have no frame rate costing effect

zealous moth
#

and therefore, spawn/destroy it is

#

thanks ๐Ÿ˜„

fathom portal
#

Hey friends, how would one go about checking to see if a level name actually goes to a level?

#

Without making an array to keep every map name, I mean

zealous moth
#

not a streamed level, correct?

fathom portal
#

Naa, just another level

#

I'm assigning level names to various exits, just want an extra layer of validation, so it doesn't crash anything

zealous moth
#

and you're using open level

fathom portal
#

Yupyup

zealous moth
#

Hm, I did some tests but I think you'd be better off with an array or heck even an enum for your exit

static charm
#

make a semi automated test

#

then gets exit name vs current level name

#

assuming you have many levels

zealous moth
#

What are the first things that load when you open a level? i'd think it's the game mode, no? can't you put a try catch on load?

static charm
#

i mean i'd imagine there's a way to check asset names if a level asss exists vs the level string name etc

#

i think thats what he originally meant

zealous moth
#

I am checking the documentation, I cannot find anything related to this

#

I guess that's why QA is indispensible ๐Ÿ˜›

#

hm, found a plugin

#

it gives you "get all map names" as an array

#

you can always check it

#

and it's on Github

fathom portal
#

The fact you need a plugin is kinda jank, but I appreciate the link anyway

steady wharf
#

is there a way i can create metaballs in blueprints and check if the player is inside them? (like under them)

zealous moth
#

@fathom portal well, if you know c++, you can get all the project directories, look for specific file extensions and save it as an array.

fathom portal
#

Thanks for the suggestion, @zealous moth

zealous moth
#

however, i use clicking inputs

#

when i click for an input, the game unfocuses the mouse

#

so I have to double click each time after to trigger my input

#

anyone have an idea why?

#

if i disable, unless i click inside the game, I cannot do any other inputs but it fixes the clicking inputs

odd ember
#

@zealous moth again what are you trying to do?

zealous moth
#

i have a top down set up where i use the WASD to move my pawn around and the lmb/rmb to shoot projectiles. When I start the game, the game is not focused, so i need to click in before I can use WASD. If I use the set input to game node, it allows me to use WASD but clicking doesn't work as intended.

#

if i don't focus, the clicking works as intended

odd ember
#

have you tried set game and input mode?

zealous moth
#

not sure what that is

odd ember
#

it's an input mode you can select, just like game mode only

zealous moth
#

hm, here's the issue

#

@odd ember yeah, the other set input mode won't work. apparently, in the engine code, it resets the mouse capture so you need to double click afterwards

true yew
#

@zealous moth in my tests, spawning fairly simple projectile actors (i.e. actors with a movement component and one or two other minor components) would cost roughly 400 -600 microseconds. using a pooling system to deactivate/activate them instead reduces the cost to around 60-70 microseconds. this was in C++ though, but I imagine it'd be the same in BP. object poolers are one of the most basic optimizations you can do, but if your game doesn't have a lot of bullets it may not be worth the time

zealous moth
#

@true yew thanks HoJo, good to know for the future

true yew
#

(remember your budget for 60 FPS is about 16,666 microseconds per frame)

static charm
#

node overhead costs are expensive in bp

#

so the pooling system has potential to cost more just because it's bp

true yew
#

... highly unlikely, but i would agree it may not be as useful

#

most important takeaway is that object pooling is not a micro-optimization. whether you have to buy a plugin to do it or do it yourself in c++ (if BP isn't effective)

static charm
#

saying it saved a few hundred microseconds in c++, sounds like a micro optimization

#

for a blueprint chat

true yew
#

saying that saving nearly 1ms when your budget for a smooth framerate is 16ms is not worth examining? ok

static charm
#

id like to actually see 20 projectiles in blueprint pool system cost/save 1 ms

zealous moth
#

now now folks, let's not get into a knuckle brawl

amber grotto
#

hello friends a question how can I do that when I enter the zone the run button does not work until I leave the area and it works again

marble tusk
#

I'm no expert, but probably something like on overlap set a bool to false. When you press the button check for the bool first and if it's false it stops before doing anything. Then, on end overlap you set it back to true.

#

I don't know how good of a solution that is, but just a thought

rough wing
#

dude...

#

just realised changing an engine file in one project affects the actual files

#

Can someone send me the default sky sphere blueprint please?

#

I'm an idiot sandwich

amber grotto
#

@marble tusk you can take a view with images to guide me your idea

marble tusk
#

I'm not entirely sure how it'd be put together. Was just throwing an idea out there ยฏ_(ใƒ„)_/ยฏ

merry orbit
#

how to move to spectator mode
if (TestPC && TestPC->IsLocalController()) {
TestPC->PlayerState->bIsSpectator = true;
TestPC->ChangeState(NAME_Spectating);
TestPC->ClientGotoState(NAME_Spectating);
}
or do something for use spectator mode in game mode

#

@amber grotto Start Overlap when you enter zone end overlap when you go out of zone

#

@amber grotto 1. Create Variable type of Boolean with name blocker inside actor zone. 2. When you start overlap this zone set to true. 3. when you end overlap zone set to false. 4 when you start overlapping check that var