#blueprint

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odd ember
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it's independent from unreal as well

charred flint
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true ^^ I know how to make new menus and link them t another page already though

odd ember
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you can try looking up Model View Controller

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and see how long it takes you to understand that

charred flint
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its just odd to me that it caches or force display my new menu

odd ember
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that's the basic design pattern behind UI

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that's the thing, if you do your setup correctly then your UI does the work for you

charred flint
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yeah I know your right so its not that but that right now seems like it will make me go accoss 200 different points at this point and will mean that I should forget about my UI for now which is not really what I want to haha

odd ember
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hence why it is so important to have a strong foundation

zealous moth
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it doesn't cache it. when you create it, it just exists until you tell it to not exist

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your closing event should have a "remove from parent" referring to itself to remove it

charred flint
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but that means the other menus im following from should have that to and that I just havent copied and reconfigured that part right?

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oke I will just search further on the closing event

odd ember
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@zealous moth depends on his setup. you don't necessarily want to remove from parent if you're switching menus

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but either way the behavior you're after is more complex than you think it is

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is my point

zealous moth
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yeah but in the screenshots he showed, it sounds like it

odd ember
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and it's better to sit down and have a think about how to set up the behavior first, then try to implement it

zealous moth
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opening up a project I had with UI

odd ember
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rather than trying to shortcut it by doing different hacks

charred flint
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@odd ember

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is this the variable/object you reffered to earlier?

odd ember
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yes

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so that's the first one

charred flint
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this one I was helped by a guy called CodeNoBugsForFree, helpfull guy

odd ember
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where is the one you create for the options menu?

zealous moth
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that comment...

odd ember
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I guarantee you it's not set up correctly

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so again I refer to my statement that looking for people on fiverr is a waste

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real professionals cost real money

charred flint
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well I havent worked with anyone on fiverr yt fo UE

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this was on Telegram ๐Ÿ˜›

odd ember
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same thing

charred flint
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they also told me about this group on discord

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Im just a uber amateuristic noob at this point bro

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I take any help and wisdom to orient my mind and learn from it

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I have not much to demand for at this stage

odd ember
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yeah so why do you seek out places where people with a few more months of experience than you are trying to advertise themselves

charred flint
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yeah I just suck at how I do things man your right

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its stupid

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Not sure whatelse to comment to it

odd ember
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I mean do what you wanna do, but you're just digging yourself into a deeper hole of structural inconsistencies

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that you have to solve by using even more structural inconsistencies

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like I said, solving is hard work

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I spent 6 months at uni trying to understand what model view controller is

charred flint
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Well in 1 way I have a learning disorder I dont learn the usual way as most people do so I can understand that my approaches sound stupid ^^

odd ember
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it's not something you can relay in a couple of hours to someone without experience

zealous moth
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just make a UI adventure game. ever read those books "if you choose A, go to page 86, if you choose B, go to page 102"? It's just reading and choices and you just have to pop up the right widgets

charred flint
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This conversation has really turned 180 degrees from showing a blueprint screenshot to being told I should rather stop ^^

odd ember
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like I said

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initially

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your logic probably works

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so you have to figure out why you're getting those error messages

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and stop those error messages from happening

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and I'm not telling you to stop

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I'm telling you that trying to get help from places like fiverr or telegram is a doomed prospect

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there is no shortcut to learning the hard stuff

charred flint
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Yeah fiverr might not have been the bst thougt but I havent hired someone yet just been in touch with someone only and for telegram or discord there might be a difference of level there makes sence, Telegram is mostly local and russian based communities to unless its about blockchain or crypto then its pretty international

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Well I dont want a shortcut I just wanna learn it the way being stuck in the deep and figure out the logics of why it doesnt work what I do. ^^

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man im sure this chat was not made for this topic I dont hope the mods here penaltise me for this spam mess ^^

odd ember
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if you want to learn it that way then be prepared to at some point needing to throw out your entire logic structure and rewrite it from scratch

charred flint
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at some point maybe yah but what I dont know is why I wouldnt be able to figure out the missing aspects at this point

odd ember
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because they're not obvious

trim matrix
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Can I change the component's pivot point inside the actor?

odd ember
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it's not like you keep going and at some point everything comes together

charred flint
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So I downloaded a bad code structure basically what you mean right?

odd ember
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good programming practices are about indirection, which is a counter intuitive concept that requires a lot of time and effort to master

charred flint
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It took me years to learn and understand html, css, php and a bit of SQL and JS

odd ember
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@trim matrix as long as it's s SceneComponent or subclass of that, yes

charred flint
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so I know its not something we do over night

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but anyway thanks a lot man

odd ember
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yeah, like I said for the initial thing, figure out why your variables are null and debug those. if you fix that your logic should work. the spawn nodes for the widgets are usually key in this @charred flint

charred flint
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were do u locate spawn nodes?

trim matrix
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how can I do? because if I press alt + middle mouse button it doesn't work

odd ember
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@charred flint well you made the code presumably, so you would know this

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I can't tell you where they are

charred flint
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I see

odd ember
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@trim matrix are you inside the blueprint?

trim matrix
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yes

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I mean

odd ember
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what type of component is it?

trim matrix
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in actor viewport

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is a static mesh

odd ember
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ok fine

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so you should be able to move it around just by click dragging

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or changing the values in the transform

trim matrix
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yes

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but unfortunately if I change static mesh's rotation, it rotates from the central point

odd ember
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ah right I see

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if you zero out the location and rotate it

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that'll do what you want

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then you can move it out to where you want it afterwards

trim matrix
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do I have to set the location to zero?

odd ember
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yes

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what you can do

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is copy the location first

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zero it out

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then paste in your location after

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child components are always relative to their parent/root pivot

trim matrix
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so I can't change the component's pivot point inside the actor?

odd ember
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it will always be inside component space, so no

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you can change it between different component roots

trim matrix
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I see

odd ember
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in which case you will get a different pivot

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but components are always children of a root component/actor

charred flint
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I thougt my issue was in ReturnToMainMenu Function which makes most sense to me actually

odd ember
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@charred flint well right now none of your menu variables work, so it's hard to tell what really wrong until you fix those. chances are when you fix those it'll work

charred flint
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all menus work except for the one I made from scratch ๐Ÿ˜›

odd ember
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where do you spawn that menu

trim matrix
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this is because i want to make a door ready to use using an actor, but it doesn't rotate in the right place.
I could use a martinee, but I guess the animation would have to be reprogrammed every time

charred flint
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Yeah thats the mystery thats left to solve for me but I believe if I read this blueprint correctly it is related to the process were it goes back and close down the open menu

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wait

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this part maybe

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but I think this is in regards of the changed settings so nvm ๐Ÿ˜›

odd ember
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@charred flint do you understand the concept of object oriented programming?

charred flint
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hmmm I know about OOP yes but if im honest with you no I dont know TO MUCH about it

odd ember
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do you understand the basic idea behind it

charred flint
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Well I know that OOP was made to prepare things in objects so that they can be spawned more easily (if im correct)

mossy grove
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Hi hello

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Do you guys know we're I can find the landscape chat?

odd ember
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@charred flint exactly, so when you create or spawn objects, those need to be saved somehow, so you can operate on them

charred flint
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So maybe I forgot an function or variabel from the settings menu that was crucial for resetting the menu state then right @odd ember ?

mossy grove
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Ok thanks so much

charred flint
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I didnt copy revertdefaults though

odd ember
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@charred flint you're getting on track, the variable you're missing is the menu variable for your new menu

charred flint
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I thougth it was about settings but maybe something like that

odd ember
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it's nothing to do with settings

charred flint
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ah ok

odd ember
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if you want to be better at blueprints

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you really need to understand OOP

charred flint
odd ember
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it has nothing to do with settings

charred flint
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I guess this refers to user selected settings

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ohhh

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oke

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you really need to understand OOP
@odd ember This is good advise that I can look into

odd ember
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look if you want help I really expect you to read

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it's pretty disrespectful to waste my time otherwise when I'm doing this as voluntary work

charred flint
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fair enough man I dont mean to be disrespectful at all though I hope you understand,

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I also dont mind to paypal transact for time if thats an issue ^^

odd ember
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I really don't care about your money

charred flint
odd ember
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I just want this place to be respectful

charred flint
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I completely agree with you Cranz

odd ember
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so if I'm trying help you, at least read what I write

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it's fine if you don't understand it, but don't go off tangents when I've already told you where the issue is

charred flint
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it's fine if you don't understand it, but don't go off tangents when I've already told you where the issue is
@odd ember Im afraid this is due to my lack of understanding some of the terms and kind of guessing asking if the thing I refer to is correct but I can understand how that comes accoss as asking about something else

odd ember
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so why don't you ask what those terms are instead?

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anyway

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for the third time

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this has nothing to do with your settings

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if you double click those variables you can find out where it's going wrong

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Accessed None means it's a pointer to an empty reference

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so the variable hasn't been set

charred flint
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thats something im trying to find out for the past few hours ^^

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but im on it

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I btw understand its not in the settings but what I did to make the profile menu was copying the settings menu and basically build a new menu from there, thats why I referred to the settings tab earlier as I cloned it to make a new menu

odd ember
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find the spawn node for your menu

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it's guaranteed that's where it goes wrong

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even more the case if you don't have a spawn node for your menu

charred flint
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yeah locating the spawn node is the issue so far and if it wouldnt be there I would wonder how its being done with the other menus at this point but looking for it is the first step

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wait you mentioned remove from parent right

odd ember
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forget remove from parent

charred flint
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this could be it maybe then as I dont have the UI Profile there

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ok

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YES

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That was it

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like literally lol

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adding this UI Profile there was what did the trick

odd ember
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that makes no sense

charred flint
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I guess you could be right

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but maybe this entire main menu doesnt make sence

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But in this main menu seems to work strangely enough

odd ember
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are you still getting errors when you exit?

charred flint
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let me check

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..... well yeah a few more

odd ember
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that's what I figured

charred flint
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all going back to that W_Profile Function

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should probably make a function for the profile

odd ember
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again

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you're only going to solve this by having the correctly set variables for your menus

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so finding your create widget node is paramount

charred flint
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so if I make a variable for W_Profile and configure it correctly and add it here then what your saying thats the trick right?

odd ember
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those are just your variables

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they're empty by default

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you should set them when you create the widgets

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hence again, your create widget node is key

charred flint
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btw I have the same amount of errors now as at the beginning so the extra errors from a few screenshots up are now back at these 4 only

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And the menu still does what it needs to do

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Thanks for all the help with this today

zealous moth
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@odd ember the move to location or actor node is acting very oddly when giving the pawn multiple inputs. It's as if it tries to finish the latest command given before going back to the previous one

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is there a way to cancel previous task?

dense hamlet
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I'm changing some components transforms in the construction script. As soon as I disconnect the script, all the set transforms reset back to their original state. Is there any way around this?

odd ember
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@zealous moth yep use the task object you get returned

zealous moth
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i can't pinpoint how to make it stop all other tasks, I did figure out that "stop movement" cancels it

trim matrix
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I am trying to copy info from a playerstate to another and I found that there was a event called copy properties but it dosen't seem to be working

surreal peak
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That only works with SeamlessTravel when a Server ServerTravels to a new map and SeamlessTravel is enabled on the GM.

trim matrix
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thats what I am doing

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does it have to be enabled on the new player states gm

surreal peak
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Don't think so

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But makes less sense to not have it enabled

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All multiplayer GameModes should have it at that point

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Why do you think it's not working?

trim matrix
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it got turned off sec

surreal peak
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Did you breakpoint and printString the code?

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Oki

trim matrix
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ok I think it worked lol ๐Ÿ™‚

surreal peak
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Cheers

trim matrix
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forgot about that

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although do you know why it load load new level in editor?

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also do I need this in the other player state

trim matrix
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"Failed import for enum property" on startup, that's a new one

zealous moth
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@trim matrix restart it, could be a one of a kind thing

trim matrix
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nope

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reoccurs

zealous moth
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otherwise, one of your enum has been modified/is missing

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and the rest don't know

trim matrix
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nope it's there

zealous moth
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but is it cached properly? ๐Ÿ˜‰

trim matrix
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should be

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didnt modify it in a long time

zealous moth
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i would build another and delete the previous and replace it with the new

trim matrix
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I could try that

amber marsh
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Is it possible to get the name of each column from a data table? When I try to use the node that does this it does not seem to work.

zealous moth
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yeah break it

amber marsh
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That just gives me the value for each row

trim matrix
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@zealous moth not sure what it was, i removed the input variable of a bp function and replaced it and now it's gone

zealous moth
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sounds like cache

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lol

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i wish you could clear it in ue4

trim matrix
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i tried deleting binaries, intermediate and saved but it didnt help

rancid oasis
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anyone good at behavior trees and tasks?

carmine prawn
rancid oasis
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ah, sorry about that

charred flint
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I am trying to open this map via a specific button but receiving the following error in logs

fathom portal
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It means "Demonstration" isn't a valid level name

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Make sure you spelled it right

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Had this same problem yesterday

charred flint
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oddly I only see that if I place the voxel level in right top if I change it back to the old map name which was 3Dsetup it works fine

fathom portal
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Go to where your level is in your content browser

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and screenshot the demonstration level

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If it's accurate, select your content folder (or all folders) and fix up redirectors

charred flint
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hmm so if I want to open a map who's not in that same folder it wouldnt work that would make sence if that happens because its in different folders

fathom portal
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Should work just fine, as far as I know, as long as your redirectors are fixed

charred flint
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As im using this map but thee map I wanna open on click is back in content>differentmap

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I did the fix up redirection in folder but the issue remains

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figured it

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thanks man ^^

fathom portal
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What was the issue?

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I was going to suggest this next:

spiral surge
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hey could you please help me with a simple problem, i just dont know how to think about it. but i know its just a branch, i just cant figure out where to put it
or how to get the condition.

charred flint
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well stupidly enough the map name was wrong but before that I had tried the correct one aswell before fixing the map redirection

river isle
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hey guy s need help plz join voice chat

fathom portal
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@river isle might get more people if you explain what it is before people commit

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Hey friends, if I'm making an AI master class and subclass, I get the AI child should be parented under the AI master class, but what should the parent class be of the master class?

Character/actor?

charred flint
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im quite happy about this, right now I am able to move forward again ^^

spiral surge
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Heres the problem:
I have a inventory slot that has a default image of an empty slot background, and we need to set it as hidded when the item structure is added to the inventory and the thumbnail is updated, but i am not sure how to get that action as a condition.

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This is the problem, when i pick up an item... the background covers the item thumbnail, so we need to hide it.

keen goblet
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Freaky issue with a BP:
Have a BP that uses line traces to project objects against walls. Open the project up to my default map and it works fine. Then I open another map with this BP and none of its traces hit anything they're clearly intersecting. Then if I go back into the first map, that same actor that worked before, in the exact same spot, doesn't get hits from its traces.

Why does changing between maps cause a line trace to always fail? Wtf, ue4. This is killing me.. any help will be met with โค๏ธ

fathom portal
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Did that help you with your cpp folder question?

astral zenith
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Hey @fathom portal and everyone else... remember when I was having a problem with UI elements that track actors disappearing in builds?
No?
That's ok. I solved it. It was a race condition in setting up the FOV and subscribing to scripted changes in FOV. The camera was being set to FOV=0, and then failing to find the actor it was meant to subscribe to.

fathom portal
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Hey man, glad you figured it out

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I'm also glad I was special enough to get my own tag

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Gives me a warm fuzzy

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โค๏ธ

astral zenith
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It's only because your name was easy to store in my brain.

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๐Ÿ˜‰

fathom portal
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Woo brand recognition

astral zenith
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I came up with this schema for engineering our game... an everybody-mind-their-own-business approach that heavily leverages subscriptions to dispatchers. It works really well, except that Unreal instantiates things around Game Mode and player controllers and stuff in a different order in builds.

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I've only recently begun implementing a more robust insurance against race conditions.

fathom portal
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I'm still not solid on dispatchers vs interfaces vs etc

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Did you fix up redirectors?

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Like all redirectors? Or just a couple folders?

astral zenith
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@unique flicker it is a pain... we do this with connection to P4V running, so even changing a file name is a barrage of loading bars... do things deliberately, wait for Unreal to settle, and fix up redirectors.

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if Unreal panics on a massive file reorginzation, references will definitely break

keen goblet
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Made a dummy actor to test projections, and the traces don't hit anything even though I'm using like all collision channels! Won't even hit engine content actors, like a Cube.
I'm incredulous...
Did I break the engine somehow? Using 4.24.1.

charred flint
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been there tidi

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been there to xD

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still am there

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did u try to fixup the maps?

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I had that with a main menu tutorial earlier today so I know what you mean, unfortunately im still a huge noob and dont expect I know something you need a this point

zealous moth
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@unique flicker the engine works with unique id references. This includes a path to each object. If you want to re organize it, do it in the engine.

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I am 90% sure we are not talking about the same thing

astral zenith
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@unique flicker Some of the reference breaks occur in things like event node pins... If you attempt a cook, you'll see a lot of yellow warnings. They will reference specific actors and mention bad references. Open these actors and find the option in File->Refresh All Nodes. This will help update broken references due to file misplacement.

charred flint
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Anyone here has experience with the premium voxel generator from the marketplace

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I am refering to this one: /marketplace/en-US/product/voxel-plugin

fathom portal
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@charred flint I have the premium, and I 100% vouch for it with all of my being

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It's one of my favorite things in the world, not even exhaggerating

charred flint
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I love it to but seems getting the foliage generator to work is not how it is in the official documentation

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any experience with that?

fathom portal
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Last time I used the plugin was like over a year ago, I want to go back to it but trying to stick through this project

charred flint
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It's one of my favorite things in the world, not even exhaggerating
@fathom portal Ive googled often for a voxel engine that could be hosted on a own server but unreal engine really makes that experience more amazing

fathom portal
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Their voxel plugin discord (I see you're on it) is great when asking for help, have you tried it?

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Especially the pro channel

charred flint
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Well I figured there are 2 types there is also voxelplugin dot com but the premium one there is $400 and the one I refer to is in marketplace and cost 90$ (now 45 temporarily)

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So im a bit confused whether or not im in the right discord

fathom portal
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This one we're in is unreal slackers

charred flint
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no I mean the voxel plugin ๐Ÿ˜›

astral zenith
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@unique flicker does the mapcheck.log give you any more details?

charred flint
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I think this is a different on then you mention

fathom portal
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Yup, that's the crap one

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Is the amazing one, and it's the one you are in the discord of:

charred flint
fathom portal
charred flint
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I found that one to expensive

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and the free one was buggy ๐Ÿ˜›

fathom portal
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Yup, it's definitely a big investment, but it's a great plugin and has next-level support from both their community and the dev themselves

charred flint
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hmmm and I bougth the one u called crappy 15 min ago -.-

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I must say the editor of the one on the marketplace is a much better experience here so fa

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just generating meshes as foliage is failing

fathom portal
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A possible course of action:

charred flint
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like is it really crappy or just less amazing?

fathom portal
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Your linked one is a tricycle

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the real one is a Ferrari that comes with multiple mechanics if you can't get something working quite right

charred flint
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So I might learn to drive safe on the tricycle before risking the ferarri .. ๐Ÿ˜›

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I do agree voxelplugin and foxelfarm are crazy sick

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maybe voxelfarm is even better I dont know

fathom portal
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Lmao entirely fair, but keep in mind, the longer you wait to refund the less likely they're going to be to refund it. And it looks like after 14 days it's basically a refusal

charred flint
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I guess the question is if this one could realise my idea fairly easy or not

odd ember
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@charred flint is a guy with a couple of months of blueprint experience really crappy or just less amazing than a programmer with industry experience?

charred flint
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couple of days ^^

fathom portal
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lmao at least you're honest

odd ember
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I recommend not cutting corners

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the better version has a free version as well

charred flint
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basically you recommend to do everything from scratch right?

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yah I had that one working quite well but found it buggy and slow ^^

odd ember
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me?

fathom portal
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^ I never tried the free version, though, I've no idea how good the free version is

charred flint
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But thats me off course

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^ I never tried the free version, though, I've no idea how good the free version is
@fathom portal It is fun to play around with but it looked more like it was made for dev exploring rather then for a end user plugin

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I think they saved that for the premium

fathom portal
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Of course, as far as I know it's designed to get you to try out the basics of the plugin

charred flint
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I must say im pretty stoked about the 50% discount on the 90$ version for now to this week has been a dive in the bank account already ๐Ÿ˜›

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happy I didnt buy it likee 2 days back when I was looking at it as it wasnt discounted at that moment I think

fathom portal
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Not to burst your bubble, but every time I've loaded the page it's been on sale lol

charred flint
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oh lol

fathom portal
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Is there a way to see discount history on unreal?

odd ember
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don't think so

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would go counter to the idea of discounts

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it'd be likes shooting your sales manager

charred flint
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I like your way of thinking Cranz I can tell your good at what you do with unreal

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your way of learning on the long run is for sure way more efficient

odd ember
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I appreciate that

fathom portal
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That reminds me, don't forget to grab this month's free content from the unreal marketplace, friends

charred flint
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I must say the tool is pretty cool and complete just maybe outdated hence why it dont import the folios I dont know, I tried different Z levels to

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ah yes its march

fathom portal
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Apparently my team already owns all the newly free content

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humble brag

charred flint
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looks like feb content to me

fathom portal
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Oh, maybe it hasnt swapped yet

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less brag

odd ember
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yeah they're usually a week or two into the new month before updating

charred flint
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well lucky me

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I didnt take the feb content yet

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yeah they're usually a week or two into the new month before updating
@odd ember UnrealPedia is a good username for you ๐Ÿ˜›

odd ember
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I just pick up on trends my guy

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and have my own obscure conspiracy theories about what's going on

#

like the marketplace free assets are definitely not tightly bound by time whereas the epic store free games are on the dot

#

and I'm trying to figure out why

charred flint
#

The epic store free content is really good if u ask me

#

unreal engine has such a motivating start now product due to their free possibilities ๐Ÿ‘

spiral surge
#

How could i make the inventory reconstruct itself, one time, after the item thumbnail is updated?

fathom portal
#

After spending from time to time, and collecting the free content whenever possible, I've got a ton of stuff:

#

That's a small scroll bar

charred flint
#

i have bougth 2 pages full past week ๐Ÿ˜›

#

well including some good free stuff

odd ember
#

I bought a rock pack like 4 years ago

charred flint
#

nice list mfg

fathom portal
#

tyty

charred flint
#

Cranz I think you make a lot or know great places for free resources if im anticipating correctly

#

4 years to dang

odd ember
#

nah I don't really use free resources all that much

charred flint
#

quixels looked cool but I dont wanna look into all that yet

odd ember
#

I get the free assets when applicable, but honestly in most cases it's not worth the extra time or disk space for me to download them

charred flint
#

mixamo seemed usefull to ๐Ÿ˜›

odd ember
#

I enjoy being barebones

charred flint
#

I bougth a 6 tb external sdd

odd ember
#

although I wouldn't mind epic putting the femmequin on the marketplace

charred flint
#

femmequin?

odd ember
#

the female version of the mannequin that comes standard with ue4

swift sphinx
charred flint
#

aah oke

odd ember
#

@swift sphinx where 's the arrow pointing?

fathom portal
#

@old vault get the forward vector straight from the arrow

swift sphinx
#

@odd ember it is point in the X direction

odd ember
#

yeah actually

#

I didn't see that

spiral surge
#

am i close?

fathom portal
#

@spiral surge the "Event Construct" already only runs once

#

At least, I know of no instance where it won't just run once

rare gale
#

@spiral surge not sure what you want. Do you want to do what EventConstruct does again? Make that set of nodes a custom event, call that custom event on EventConstruct and then whenever you want to re-construct

odd ember
#

once per instance @fathom portal

fathom portal
#

Right, of course

odd ember
#

if you keep respawning the UI it might be valid

#

but idk

#

I don't want to throw myself into another big problem to solve today

zealous moth
#

@swift sphinx is your emitter pointing up only?

spiral surge
#

im so confused.

swift sphinx
#

@zealous moth YES!

spiral surge
#

@rare gale i just want the item thumbnail to update, without having to close and reopen the inventory

charred flint
#

I don't want to throw myself into another big problem to solve today
@odd ember

Must be related to my UI Issue ๐Ÿ˜›

odd ember
#

yours and a few others

zealous moth
#

I mean, you can make emitters always point a certain direction.

odd ember
#

like I'm doing my own stuff while on here too

#

trying to figure out how to kill this behavior tree before it kills me

fathom portal
#

Hey friends, if I'm making an AI master class and subclass, I get the AI child should be parented under the AI master class, but what should the parent class be of the master class?

Character/actor?

charred flint
#

Perfectly understandable

odd ember
#

@fathom portal depends on your structure

#

I don't know your game

rare gale
#

@spiral surge I think what I said should work for that. If the nodes that set the item thumbnails are a custom event, you can do that once when it's created with EventConstruct and whenever you are changing the icons you can call that custom event again to update the icons

charred flint
#

Figured my issue with foliages

swift sphinx
#

@zealous moth so i can't make it follow my cannon? :S

spiral surge
#

@rare gale not sure how to call the construct slot event again ? ๐Ÿ˜ฆ

#

also, would that lead to multiple inventory being built over eachother?

#

would i need a deconstruct slot event as well?

round dock
#

is there an easy way to save all the information about an actor so I can load/unload it as it comes into distance with a player?

#

as in save it, delete it, and recreate it later

rare gale
#

@spiral surge it looks like all you're doing is setting the icons, not any other information or creating/destroying widgets so you shouldn't have any issues re-running that code. Do you understand what I mean by Custom Event?

swift sphinx
#

i still can't rotate the emitter the right way :S

late shuttle
#

Need a "boss fight" camera. Keeps only the boss and player onscreen and dynamically zooms the closer/farther you get from the boss. Anyone have tutorials they could point me to or a general idea of how I would get started?

odd ember
#

find look at rotation and scale the fov by distance to boss

late shuttle
#

Hmm... just found a "shared camera tutorial" - thanks @odd ember

odd ember
#

I mean sure look at tuts, those are the basic variables you need to work with though

round dock
#

so im trying to make something to delete actors as they leave view

#

and to find and delete the actors im moving a box collider around and using GetOverlappingActors

#

but for some reason it's not picking up every actor

#

the bushes inside that thicc box are supposed to be deleted, but aren't caught by OverlappingActors

#

what do

odd ember
#

why don't you use something like WasRecentlyRendered

fathom portal
#

Beat me to it, Cranz

round dock
#

could you extrapolate a bit on how I'd use this?

#

I've got the doc open im just not seeing the connection

odd ember
#

you're trying to delete actors as they leave view

fathom portal
#

Event tick might not be the best ideas, but something like this:

round dock
#

ah im dumb I should explain more

fathom portal
#

Would delete the actor when they stop being rendered

round dock
#

think minecraft render distance, so things gotta be deleted and then reloaded based on distance to the character, not necessarily whether they can be seen or not

#

and i think that lends itself to a chunk system

fathom portal
#

Ah, you want culling

odd ember
#

visibility occlusion is built in

fathom portal
#

Yes, a chunk system would be good, or use unreal's built in culling ^

odd ember
#

so you don't need to do it

round dock
#

does the built in culling work well enough that I could have an entire map, on the scale of minecraft, without any additional culling?

#

that was my big concern

odd ember
#

I don't really know the scale of minecraft

round dock
#

having two players like miles apart from each other, and everything is just loaded between them

odd ember
#

but really it's about drawcalls

#

that's not how it works

#

each client renders locally

round dock
#

i guess that's true

odd ember
#

tbh sounds like you're reinventing the wheel here

round dock
#

im preemptively optimizing and I know it

odd ember
#

that's not how optimizing works

#

and also you're not going to be doing a better job in blueprint than the engine is at core level

round dock
#

i dont doubt that, but it feels like im using the engine in a way it wasn't intending to work

#

like, if the player travels a mile in one direction, generating thousands of actors

odd ember
#

well yes if you're trying to do visibility culling blueprint, that was never intended no

round dock
#

it seems like the engine would eventually be overwhelmed if nothing was deleting them behind you

odd ember
#

the engine handles that fine

#

if you're concerned use world composition

round dock
#

shit, that's fucking impressive

charred flint
#

Intense conversation ::P

odd ember
#

I mean it's not a big a deal as you think

#

the engine was built for this purpose

#

look at fortnite

#

none of that is rendered entirely at once

#

that'd be madness

charred flint
#

Yeah I was impressed knowing that Fortnite was made with unreal

round dock
#

I know it's not being rendered

odd ember
#

also I want to caution you against trying to optimize using blueprints

#

it'll most likely backfire

round dock
#

it just seems like a ton of actors, regardless of whether it's being rendered

odd ember
#

since blueprints on their own are slower than the optimizations that are already in place by the engine

round dock
#

they're being rendered*

#

oh this is all gonna have to be cpp at some point im fine with that

odd ember
#

yeah so forget optimizations until you start doing cpp

#

or even until the game slows down for you

round dock
#

the only optimization i wanted down in bp was the fundamentals of the chunk loading/unloading system

#

but it sounds like i don't need one

#

soooo

odd ember
#

level streaming will go a long way

#

or world composition which automates it

round dock
#

i've seen level streaming mentioned im gonna look into it

#

i wouldn't need a chunk loader if i could break up the world into different levels huh

odd ember
#

but again I wouldn't bother with it until you actually hit performance problems

round dock
#

that's really great advice, im just gonna run with it for now

boreal jackal
#

I just took am i an idiot quiz because i dont understand bp

wide nimbus
#

Figured I'd ask here in case it's a super simple fix. Pawns that aren't my player character are not updating their rotation often enough. I checked their tick rate and they are all normal. I also tried spawning a spectator pawn and possessing it with my PlayerController, and it's updating at that same rate. Any suggestions for where to look?

zealous moth
#

@boreal jackal BPs are literally methods with parameters and outputs. It's literally coding but visual...

#

@wide nimbus are your animations rooted?

wide nimbus
#

they're using the same animations that my player pawn is using

#

and it's happening on the pawn level, not the mesh

static charm
#

are these AI? it's pretty common issue with AI rotations

#

i forget what the fix is

wide nimbus
#

Yes, it happens with my AI, but as I said it also happens if I spawn in a spectator pawn and possess it.

#

and it's only rotation, movement works pretty much as normal

zealous moth
#

is strafing enabled?

wide nimbus
#

for what, the AI pawns?

zealous moth
#

yup

#

i mean worst to worst, you can just plug in an "has target?" function and force rotation to that target

static charm
wide nimbus
#

Yeah like, if I set their rotation on tick or something, I could probably avoid that, since they do something similar when they aim, but that won't help the issue I'm having with my spectator pawns

#

@static charm thanks, I am using controller's yaw rotation

full fjord
#

Character only goes down when jumping

wide nimbus
#

@full fjord are you talking about why the character doesn't continue to slide when he hits the yellow bit?

full fjord
#

No, sorry, my question is why does the character stop when going from yellow block to red block? @wide nimbus

#

I didn't stop the character, it just stopped by itself and there was no forward movement until I hit "Space" to jump

wide nimbus
#

ah, gotcha, gimme a sec

#

try adjusting the walkable floor angle on your character movement component

full fjord
wide nimbus
#

Yeah, I was originally thinking it was something you'd want to change about the physical material to make it slipperier. You can try messing with ground friction and character mass as well... but I don't know for sure

#

best of luck!

full fjord
#

Yeah if I put Walkable Floor Angle at 30, my character can walk with no problem but it won't slide. I wonder if Unreal just prohibits walking entirely after a given angle

#

Might look into real blueprints work though

wide nimbus
#

walkable floor angle may be the answer for what's the highest possible angle the player pawn can walk up, and idk how it interacts with walking down. what happens if you set it to 0? do you still slide after jumping?

full fjord
#

hmm that's an interesting point

#

hang on let me find out real quick

#

nope, that doesn't affect anything. Same result as prior

zealous moth
#

i have an actor with 2 collision components, a box and a capsule. When I fire a projectile at it, I want it to interact with the capsule collider but not the box collider, any way to do this?

short pawn
#

Make the projectile a class that the capsule collider overlaps but not the box collider

zealous moth
#

@short pawn trying, i made a collision channel and I am playing with it to see how to get it to work. Now, it reacts properly but my interface message won't get registered

short pawn
#

Sorry I'm not at the computer right now not sure what the next steps would be

round dock
#

so i have this build menu that's an actual actor in game. it's not replicated, because only the client needs to see it. when the menu actor spawns another actor (through a server event), even if that actor is replicated, it doesn't show up on other clients

#

but if i spawn that actor directly from the player, then it gets replicated

#

is there like a problem with using a non-replicated actor to spawn replicated actors?

zealous moth
#

i figured it out

#

it wasn't the channels

#

I accidentally moved the health component owner from the actor to something else

#

so it was shooting the interface message elsewhere

undone timber
#

so i am trying to make a weapon system so far i got my weapon firing and everything, but the hits dont seem to do damage on the target, i use this blueprint on the projectile

#

Do Damage is the interface

#

what exactly am i doing wrong?

#

projectile has by default 10 as a float for damage in its variable, and targets by default have 100hp on their health variable

slender idol
#

Cvollisions on the projectile and actor? Are they in order?

undone timber
#

in order?

#

well the objects do collide, and the actor is getting destroyed (the projectile) is just the target that is not receiving damage

rough wing
#

What was the name of that function where it gives you a value between -1 and 1 according to how direct you are looking at an actor

#

1 meaning you are directly looking at it and -1 is looking at the opposite way

fair frigate
#

The camera controls in the third-person starter kit are inverted, and the gun controls in the first person starter kit are also inverted. I can't find any inversion settings anywhere. It's driving me crazy trying to test my scene, any advice?

undone timber
#

so anyone got any idea of what is the issue on mine?

#

ah i know what is wrong now..

dapper kiln
#

What causes this?

trim matrix
#

@undone timber did you add the interface to the Actor that shall have the Do Damage event?

supple steeple
#

Im guessing thats because movement to the right is 1 and movement to the front is 1, so if you press bith you combine, you have to make sure that it knows not to combine both speeds @dapper kiln

undone timber
#

yes i did, my issue was that i was hitting components, i had to get the parent actor

#

but this also interestingly means i can easily scale it to a system that allows modular destruction....

dapper kiln
#

@supple steeple But the wierd thing is that the diagonal speed is the correct speed that I set in the movement component. For example I set my crouch walk speed to 250 but as you can see in the picture below it only gets close to that number when walking diagonal lol
https://i.gyazo.com/62520f4c2ebc60b1d8ea9f0d015686c1.gif

supple steeple
#

Oh wtf ๐Ÿ˜‚

#

No clue then sorry, im a big noob myself, but that was something i encountered sot hought it was that

#

(not saying you are one)

dapper kiln
#

Oh I'm a blueprint guy so this animation stuff is a bit "eh" lol Maybe it's my blendspace. I might pop over to the animation channel and ask lol thanks for the help ๐Ÿ™‚ I was just hoping it was something silly I missed

supple steeple
#

Well im a graphics guy trying to learn some blueprinting ๐Ÿ˜…๐Ÿ˜‚ so i dont know that much

trim matrix
#

@dapper kiln not sure what you're doing there can you screenshot the cmc settings and the walking function?

dapper kiln
#

@trim matrix Oh I did do some wierd stuff to my movement logic a few months back. Let me check that and see.

#

You are a genius lol. For some reason I had messed up the movement events so it was calculating things totally wrong. Now I'm moving the correct speeds. Thanks for pointing me in the right direction to my own stupid error. hahaha ๐Ÿ™‚

atomic salmon
#

@rough wing dot product between vectors

#

If two forward vectors are aligned but opposite (two actors facing each other) the result is -1. If they look in the exact same direction the result is 1

fair frigate
#

Why does linetrace not trigger OnComponentHit event?

#

just using 1st person template, i can detect that i'm hitting the static mesh in the firstpersoncharacter blueprint, but the onhitcomponenet doesnt trigger unless i walk into the mesh with my character capsule

split wasp
#

component hit is physics event

fair frigate
#

ah ok, that should steer me in the right direction thanks

#

hmm, theres no other hit events though other than input?

#

I have to have physics enabled on everything I want to be able to shoot?

#

I'm coming at this all wrong it feels like, ima just start over

split wasp
#

linetrace does report the component it did hit

#

if you're looking for that information

trail lion
#

Hello, I have a problem. I have a fbx file from blender( a Room) imported to ue. I use complex collision on the room. My player move, how he should but if I add light to the Room my Player doesnt move anymore. There is nothing that collide with the playstart box. any ideas pls. very important. thx

trim matrix
#

first check if the return value is true though

#

and cast that actor to the class that can be shot

fair frigate
#

@trim matrix yeah, i'm trying to make the asset run independently though, so it will work with most weapon systems in UE4, feels like running a check in the main first person blueprint for every unique object/function would get messy quickly, or is that just how it's done?

#

i have just stumbled upon the AnyDamage event though, so I think that might solve my problem for now anyway. thanks for the help

gritty plover
#

Alright, guys. I'm drawing a blank here.

trim matrix
#

@gritty plover the anim instance of whatever skeletal mesh component has that animbp

gritty plover
#

Oh cool. Thanks.

gaunt monolith
#

try get pawn owner... thats a node

gritty plover
#

Yeah Try to get pawn owner didn't work. The anim instance thing worked perfectly though. Good looking out!

round dock
#

if you want something to spawn in your level dynamically

#

you're supposed to fire off an event that replicates serverside

#

spawn the actor in there

#

and have the actor set to replicate

#

right?

#

it only works when i do it that way in my player character class. if i trigger an event that's in a previously spawned actor's blueprint, it just doesn't fire

glacial eagle
#

The client has to own the actor that has the Server Event.

#

You can't call Server RPC's on objects you don't own.

round dock
#

just for clarification, the player spawns the flagpole from his blueprint - then the rest of the spawning is supposed to be handled by the flagpole

#

where would i be getting the ownership fucked up?

glacial eagle
#

The player doesn't own the flagpole actor, so they can't call server RPC's on it the same way they can't call server RPC's on anything other than their pawn, controller or player state.

#

If you want them to be able to do that, then the flagpole needs to be spawned using that clients controller/pawn as the owner.

#

But obviously, other players won't be able to call RPC's on it then either.

round dock
#

jesus that's the ONE argument hidden by the expansion button on spawn actor from class lmao

#

thank you so fucking much dude

glacial eagle
#

ownership is very important in MP

round dock
#

if the character owns the flagpole and the pole owns the house, can the character make RPCs all the way down the House?

#

or do they both gotta be owned by the character

glacial eagle
#

yeah ownership will pass through

#

E.g. you can be the owner of a weapon, and that weapon can be the owner of projectiles. So long as the client is the owner of the weapon they can call RPC's on the projectiles too.

round dock
fallen glade
#

How do you get an ENUM name at index ? is it even possible ?

glacial eagle
#

@round dock Server and client are both setting their own timers. BeginPlay() runs on every instance.

zealous moth
#

@undone timber in your first screenshot you destroy the actor before it fires off the message. Fire the message first and then destroy the actor.

trail lion
#

how can i start playing a song ingame when i have e key for interactions. Is this easy as it sounds ?

charred flint
#

Good day everyone

maiden wadi
#

@trail lion I could be mistaken, but you should just be able to add the E input to the controller or pawn, and off of it, use the PlaySound2d node.

trail lion
#

I tried this and put Startermusic from the startercontent in the playsound node, add a triggerbox where the Input interact is connect with but it dsnt worked

#

I used a Gate to connect both

maiden wadi
#

So you're trying to play a sound when your character is inside of a triggerbox, once the E button is pressed?

trail lion
#

yes

#

exactly

#

so that the music does not directly start only when the e key pressed when you in the triggerbox

maiden wadi
#

You'll probably want the sound part in the triggerbox actor then. Set up an onoverlap to enable input from the player's controller into the actor with the triggerbox, and use the E functionality there.

charred flint
#

I am following blueprint tutorials and in the official tutorial from UE they talk about adding blueprint effect explosion but its not in my engine

#

Anyone know were to find them?

#

they have no reference about it in the videoe

maiden wadi
#

Not sure about a Blueprint, but there's an explosion particle in the startercontent pack.

charred flint
#

hmmm can we still get the startercontent pack if we already made a game and wanna add it in later?

maiden wadi
#

Yeah, in your content browser, click on the top left, the green ADD NEW button. At the top, there's a "Add Feature or Content Pack". Go to the Content Pack tab at the top of that window.

charred flint
#

ah

#

ur the best thanks mate

#

Managed it thanks!

#

as you mentioned, now they exist there

maiden wadi
#

Oh, guess they were blueprints. Might remember that next time, I wasted time making my own from the particle last time, haha.

charred flint
#

Anyone know what is wrong here and why it doesnt explode on hit? This is 100% exactly followed from the official tutorial on youtube but seems I can shoot the mesh/pig 100 times it dont explode

#

Oh, guess they were blueprints. Might remember that next time, I wasted time making my own from the particle last time, haha.
@maiden wadi Sounds pretty cool, hope to learn that to at a later point ^^

#

In my opinion it should work

maiden wadi
#

I would put prints before and after the spawn actor and make sure both print out.

charred flint
maiden wadi
#

Yep

charred flint
#

Oke, so basically at this point not only does the explosion not work but also deleting the entire actor doesnt happen. (And were do I have to put those print strings exactly?

maiden wadi
#

I'd start with one at the beginning of your events to make sure they're firing.

charred flint
#

Not sure what the spawn actor is exactly

maiden wadi
#

It spawns the blueprint that contains the particle effect.

charred flint
maiden wadi
#

Yeah, but with the "Then 0" on the sequence plugged into the print node instead of the spawn actor.

charred flint
#

ah and the other at 1?

maiden wadi
#

You should only need the one print for now, just make sure that component hit is working.

charred flint
#

The directions are not compatible

#

ah

#

other way around does

maiden wadi
#

You replace the white line going from the Then 0, to the Spawn aftor.

charred flint
maiden wadi
#

Yep, now it should print Hello on the top left of the screen when that explosion is supposed to happen.

charred flint
#

nothing at all happens

#

maybe the on hit doesnt work

maiden wadi
#

The Hit Event isn't working then. First stop would probably be collisions. Check your collision channels on the pig.

charred flint
#

the pig does move (oddly) but shooting doesnt

#

hmmm my collission is referring to the static mesh

#

I think it has to be like this based on following the tut

#

maybe I got it

#

maybe not

#

back to basic

#

I know the sk_pig shouldnt be as a sub

#

so im fixing that first

#

works like a charm now

maiden wadi
#

In that last screen you just posted, click on SK_Pig, then go to the right side of the editor to the Details panel. In there is a drop down called Collision, inside of it has a dropdown called Collision Presets. What is that set to?

#

Oh, nice.

charred flint
#

the issue was I added the pig mesh as a sub

maiden wadi
#

Your projectile might have been colliding with something else before it could hit the pig then.

charred flint
#

just got to figure how to make that mesh a pig as it doesnt allow me to change the mesh to that particular one but one step closer

maiden wadi
#

Your pig is a Skeletal Mesh, right?

charred flint
#

but the meshes I got in my content folder that I need arent there so I dragged 1 in and it made a sub mesh instead of the main 1

#

well it has but I only dragged in the static 1

#

really still a noob so experimenting

#

is that wrong perhaps and reason why it only sidewalks with it but towards player

maiden wadi
#

Wait, the tube mesh you have there, you applied that to SK_Pig, right?

charred flint
#

yeah before the tube I used the sk_pig

#

but it adds it under the static mesh as a sub file

#

should I try it with skeleton instead?

maiden wadi
#

What if you take out the other static mesh in that actor, and make the pig directly under the Scene Root?

#

Right now you have Scene Root>StaticMesh>SK_Pig, instead change that to Scene Root>SK_Pig

charred flint
#

can try but right now the thing seems to be stuck the engine works just the mesh became untouchable... xD

#

lemme figure that first sec

#

nope its like the compile button is turned off and cant touch this blueprint anymore

#

... nvm

#

sometimes the simplest things makes us look most stupid... ๐Ÿ˜›

maiden wadi
#

Haha, what was it?

charred flint
#

well

#

I was still in play mode...

#

anyway I changed it all to the pig, refreshed the nodes and recompiled but pig doesnt wanna explode

maiden wadi
#

Is the ball bouncing off of the pig?

charred flint
#

no its going through it

#

but the icon for the pig is like a user icon and the cube was a house icon

#

maybe the object type or mesh type or what it is called is uncompatible?

maiden wadi
#

They work, there's just some finicky stuff with it sometimes, but check the collision channels on the SK_Pig

charred flint
#

oke how does that work though...?

#

I hope I am within the lines of being respectfull because I know I overask

#

apologies for that I am just very eager to master this engine one day in the future

maiden wadi
#

Overask away.

#

Go into the pig actor and in the top left, Components Tab, click on your SK_Pig. Then go to the right side to the Details Panel, and scroll down til you find Collision.

charred flint
#

oke

#

Should it be a pawn?

maiden wadi
#

Pawn would work find for that.

#

Should anyhow.

charred flint
#

but is this right now wrong

maiden wadi
#

Does the projectile hit the pig after changing that?

charred flint
#

now they stoppeed moving when I put it on pawn preset

#

no and movement stopped working to but atleast they with their feet on the ground now

maiden wadi
#

Try Block All instead of Pawn, if that doesn't work, we have to check the actual collision of the mesh.

charred flint
#

put it on ignore or overlap?

maiden wadi
#

Change the collision Preset dropdown to Block All. It'll set the checkboxes for you.

charred flint
#

but then I cant put it to pawn anymoree right?

#

ohhh

#

lol lol english sorry

#

but no it I think ur right on collission issues

maiden wadi
#

Still no print or explosion though?

charred flint
#

No not with pigs

#

I tried turning physics on but thn they are just death or sleeping

maiden wadi
#

Physics won't help that, Physics just makes an object have gravity and ragdoll mostly.

devout condor
#

:/ sorry I kinda just walked in how come the res is so low?

charred flint
#

I have settings on low

#

and I use lightshot for screenshots

maiden wadi
#

Just curious, what happens if we change the hit event? Instead of hitting the SK_Pig, hit the actor.

charred flint
#

lemme put them on medium for the eyees ๐Ÿ˜›

#

lets find out il try

still nexus
#

skoz me

atomic salmon
#

uh exploding pigs!

#

they explode on hit?

still nexus
#

how do you reference an object in viewport to classpawn*

#

pawn class

charred flint
maiden wadi
charred flint
#

maybe I found something

#

yep

#

I was still referring to static mesh

#

not sk pig

#

works now

maiden wadi
#

Was going to ask about that, from your last screenshot, haha.

charred flint
#

yeah sometimes when ur trying to solve things u miss out the simplest things but that comes with practice

maiden wadi
#

Explosions and all working?

charred flint
#

just if I may ask on I have a few more things that im trying to crack here which is proper physics, gravity and movement via the skelleton

#

yeah the explosion worked like charm

#

just to small but it worked

maiden wadi
#

You could change the size from the transform. Drag off of where you're getting it, break transform, multiply the scale, and make a new transform.

charred flint
#

hmmm im not seeing that yet

maiden wadi
charred flint
#

got it ^^

devout condor
maiden wadi
#

@charred flint Drag off of the scale part and put a *, it'll come up with the things you can multiply a vector from, that exact node is a Vector * Float.

charred flint
#

awesome then this must be it

maiden wadi
#

@devout condor You use that node to find the delta between those two rotators. Usually used on tick or with a timer to smoothly rotate something between it's current rotator and a target rotator.

charred flint
#

so now we got the death pigs on start and they explode

devout condor
#

@maiden wadi is one of the pins used as a base, or dose it just add\subtrack both of them?

charred flint
#

@devout condor got it on med res now

maiden wadi
#

Bewm.

devout condor
#

@charred flint lol, I was just cerious, I thought it was a style thing

charred flint
#

Oh no I prefer hd settings but during other tasks besides map designing I figure might as well enjoy the extra capacity

devout condor
#

ah, ok

charred flint
#

@maiden wadi awesome help on this, now I got to figure how to add the movements like physics and skelleton to the pigs and im hopefully one step closer ^^

#

@charred flint lol, I was just cerious, I thought it was a style thing
@devout condor Im using a Notebook

maiden wadi
#

Well, a great example might be to rotate an AI. On one project I use that to rotate the character's Z rotation until it's facing it's intended target. Plug Current world rotation into A, and the find look at rotation into B, and then the output into, set world rotation.

#

It's just to help keep things from "Snapping" towards something, to smooth out the effect.

atomic salmon
#

@maiden wadi that would be RInterp To

charred flint
#

I want it to walk like the pig should and not lay down or being death upon spawn

devout condor
#

@maiden wadi so I'm trying to use this to get a vehicle mounted turret, to aim where the camera is looking, and it kinda breaks when the vehicle is on a incline

atomic salmon
#

@charred flint if you simulate physics on a skeletal mesh you are ragdolling it, so physics takes over and animations are disabled, unless you blend them

maiden wadi
#

VR is right, I got confused a moment.

#

The Delta is just a difference node.

atomic salmon
#

You want to spawn the pig with physics off and ragdoll it, if needed, when it is hit

royal rain
#

Hello @ocean radish sorry its been a while but I am wanting to continue where we left off. i am pretty lost still and would like to hear back when you are available

charred flint
#

Oke that makes sence, so I just need to figure out how to blend them and then it should be good to go?

#

right now the pig is a static mesh

atomic salmon
#

@maiden wadi no worries. It calculates indeed the shortest rotation from A to B (slerp).

#

@charred flint static meshes do not animate. For that you need a skeletal mesh with an animation BP.

charred flint
#

hmm but that didnt allow me to import it in my blueprint viewport so I wonder how I would get it there

maiden wadi
#

@devout condor Are the Turret and the Camera a part of the same actor?

devout condor
#

@maiden wadi the turret is a seprate actor that gets attached to the vehicle, the camera is in the vehicle

maiden wadi
#

Depending on how accurate you want the turret for the player based on ranges, the easiest way is probably a line trace from the camera. Straight out til it hits something, get the hit location, and point the turret there.

atomic salmon
#

@charred flint probably that was I while ago so I didn't see it. Did you get an error or what?

charred flint
#

No it just dont respond when I drop it in in anyway

#

only works with static meshes at this side somehow

atomic salmon
#

@charred flint you won't drop a skeletal mesh in the level directly if you need it to react to something, you need to place it in a blueprint

charred flint
#

I tried to get it in there this way

atomic salmon
#

I see. First you need a root capsule or another collision volume.

devout condor
#

@maiden wadi I kinda have a system like that currently

charred flint
#

I see. First you need a root capsule or collision volume.
@atomic salmon 0.o

#

I havent come accros that yet

atomic salmon
#

@charred flint Just look at how the Third Person Character BP is structured.

maiden wadi
#

I'd probably make your pig from a Character base. It'll speed up a lot of that instead of having to reconstruct it.

atomic salmon
#

It has a capsule as root component and the skeletal mesh is parented to it.

maiden wadi
#

Wait, Character was for bipeds. Scratch that.

atomic salmon
#

Yeah. The Character Movement Component is not particular suited for quadrupeds but it should work.

charred flint
atomic salmon
#

Look at the Viewport tab

charred flint
#

but not the skelleton

#

or mesh

atomic salmon
#

anything that looks like a little man is a skeletal mesh

#

I see 3 of them

charred flint
#

ah

#

ok

atomic salmon
#

BTW, this is the First Person Character, not the Third Person one, but ok, similar thing

charred flint
atomic salmon
#

Your pig should have a capsule as root component (or a box if you prefer), then a skeletal mesh parented to it and then a FlyingPawnMovementComponent because it needs to fly

#

I love this thing of the flying pigs! ๐Ÿ˜‰

charred flint
#

well it doesnt need to fly but in mine it flies so far xD

atomic salmon
#

Ah ok

#

Does it need to walk?

charred flint
#

u think I should make them fly by default xD?

atomic salmon
#

I don't know. I thought you wanted to shoot at flying pigs...

charred flint
#

goal was to make them walk indeed but somehow they either were death with physics or alive in the air

atomic salmon
#

@charred flint to have them walk you need a movement component, like the Character Movement Component

#

Now the CMC has been designed for bipeds (like humans) but it can be adapted to quadrupeds as well

charred flint
#

is there some kind of complete thing we could import and edit or do I need to build it up from the grounds to interact with the AI controller?

atomic salmon
#

There is stuff in the marketplace you could look at

#

Otherwise you can always build it from scratch following one of the many tutorials in YouTube

charred flint
#

not really the prefered approach at this point as I wanna learn it

#

ok ill try that

atomic salmon
#

Any tutorial dealing with roaming AI should help

charred flint
#

oke thanks alot man

atomic salmon
#

*** Not for vegans!

charred flint
#

Ill try to achieve this

atomic salmon
#

In his videos you can see how animals were setup using the CMC and a capsule + extra collision volume (box). Look at the cow.

zealous moth
#

@charred flint I highly recommend you use the print string node to debug rather than ask people first. This way you can get a better feel for what is going on. If you always ask you will not develop the intuition for debugging.

trim matrix
#

@charred flint very useful function is "GetRandomPointInReachableRadius"

charred flint
#

thanks for the advise Zanet I agree some more exploring is important and im tring to follow as much tutorials as possible but sometimes when im really stuck I have no idea were to search.

prime berry
#

man that tutorial is fucked up on so many level ๐Ÿค”

charred flint
#

which one

zealous moth
#

The good kind or bad kind of fucked up?

#

The chill trip or the bad trip?

charred flint
#

Is there a good way to spawn an actor randomly instead of always on the same place as were the triggerbox is?

atomic salmon
#

Instead of using GetActorLocation from the TriggerBox, you can create a random location vector and spawn there.

charred flint
#

sounds logical!Thanks Marco

atomic salmon
#

You want your Z to always be above the terrain level

#

X and Y should be within the boundaries of your terrain

charred flint
#

no pigs in the field

terse oar
#

Your execution pins aren't hooked up. You need to chain them together with the white line.

charred flint
terse oar
#

Correct! That node still won't be right for what you want though.

#

Going to go look at what's available real quick

charred flint
#

I figured by testing but I have no idea what other random node would do it

#

That would be awesome thanks a lot Bluxgore

terse oar
#

There should be a call for something like 'get random ground location in volume'

distant sedge
#

Alternatively use EQS if you want to get a point on the nav mesh with some rules, like player can't see the spawn point

charred flint
#

I tried that one but thougt it wasnt the right one let me try

terse oar
#

This won't work unless you've updated nav-mesh, though

atomic salmon
#

You need to have a nav mesh for that one to work properly

charred flint
#

ohh ok

terse oar
#

You need to get the location from your trigger box like in my example

atomic salmon
#

The right way to do it without navmesh would be to generate a random point above the ground, then line trace down from there until you find the ground. That would be the point to spawn to.

charred flint
#

via getactor

#

The right way to do it without navmesh would be to generate a random point above the ground, then line trace down from there until you find the ground. That would be the point to spawn to.
@atomic salmon sounds good just not sure which blueprint tool we would use for tha

atomic salmon
#

Is a bit of an advanced technique but let's say your terrain is 1000 x 1000 and its maximum height is 300. You generate a random point with X = random float in range (-500, 500) and Y = random float in range (-500 , 500)

#

Z = 350 so we are a bit above the maximum height

#

Now you have your starting location vector[ X, Y, Z]

left pendant
#

Would it be possible to call out a ragdoll blueprint (Active Ragdoll in this case) as an on hit event? i has able to find out what event starts the simulation but can't seem to discover what node do i use to actually call it

charred flint
#

well now they spawn out of the ground instead of the air but still same spot

atomic salmon
#

From there, you need to do a LineTraceByChannel in the negative Z direction for at least 350 units.

#

Eventually the Line Trace intersects a point on the terrain, that will be your spawn point.

terse oar
#

@charred flint Make your Radius parameter more than zero

charred flint
#

your option sounds good Marco just not sure what tools u would use to amake that

atomic salmon
#

I am describing it to you

#

First generate a random vector, use Make Vector for that

#

Feed the X with Random Float in Range (-500, 500)

#

Feed the Y with Random Float in Range (-500, 500)

#

Feed the Z with, say, 350 (I don't know the max height of your terrain, adjust as needed)

charred flint
terse oar
#

Nice. Have fun, dude.

atomic salmon
#

@charred flint if this works and you are happy with it you don't need mine

charred flint
#

I would wanna try and learn yours as it seems the way to do it on a larger scale, this spawns them all pretty close to each other

#

with radius on 1000 still ๐Ÿ˜›

atomic salmon
#

Just make the radius way bigger

#

1000 = 10 meters

terse oar
#

Those numbers are in centimeters, for reference.

charred flint
#

ah ok

#

is there a advantage to the way you described it Marco?

#

I can imagine its more scaleable

#

or to limit amount of spawns

atomic salmon
#

it's the same, just more didactic

charred flint
#

oke I write it down to remember^^

atomic salmon
#

you learn to generate random floats and to do line traces

#

teaching you to fish instead of giving you a fish ๐Ÿ˜‰

charred flint
#

Thats really appreciated

#

so I put them at a million and then at hundred thousand but thats apparantly not the way to do it either I see

distant sedge
charred flint
#

ahh oke I will look into that, right now with 1000 I have a ton at the same place but with 100000 I have none at all

atomic salmon
#

@distant sedge I agree that eventually this is the way to go, but it is way too complicated for someone learning the basics

left pendant
#

What node should i use to trigger a Ragdoll on hit? i've got the collision primitive but can't seem to be able to find on to connect it to the mesh as an on hit event

prime berry
#

lol is that some kind of creepy stalker AI? seems perfect for a horror game

atomic salmon
#

@left pendant to ragdoll a Skeletal Mesh you simply use Set Simulate Physics to true and switch the Collision profile to Ragdoll

#

Not sure I understand where you are at though

left pendant
#

Simply putting it, i've been using the "Active Ragdoll" asset from the store, the test map itself brings a couple spheres with the effect I'm looking for, but i can't for the life of me find the nodes that actually toggle the ragdoll on the character on it

#

i was trying to just replicate the effect for the floor, as he would use the Ragdoll blueprint the character already has but i cannot add it to the floor for some reason

atomic salmon
#

Ragdolling the floor?

left pendant
#

nope, as soon as the character hits the floor

#

he goes ragdoll

atomic salmon
#

ah ok, that makes sense

left pendant
#

This is the node part i know triggers the ragdoll but adding it to the floor mesh it's another story

atomic salmon
#

I understand the sphere triggers the ragdoll when it hits the character

#

The collision primitive is needed to generate the hit event

#

So inside the sphere BP try to find the Event Hit handler

#

Red node

#

That's where the ragdolling is activated

left pendant
#

Oh, the Event Tick at the start?

atomic salmon
#

I don't know this asset and I see it has no documentation online, so mine is just a hunch

#

There should be a Event Hit which triggers the ragdoll

#

So the sphere hits the character and that triggers a Hit event in the sphere. The sphere checks what it has hit and, if it is the character, tells it to ragdoll

#

This is how I would implement it

#

Unless it is done with overlaps, but I doubt that

main plinth
#

So i've got this issue on this prototype I'm working on.
I'm teleporting the player around to make it seem like the player is always walking in the same direction, but whenever he goes through a room, most of the time he'll be going in a different axis. I do so with teleporting and setting the character controller's rotation to a rotation that is set on the "teleport target", however I'm getting an issue where the camera will stay aligned to the previous axis it was on, instead of being rotated with the player

#

this is what I have so far. I tried to mess with the Add Controller Yaw Input node, but it wasn't working quite right

odd ember
#

set view target with blend?

main plinth
#

I'm quite new with unreal, would that be on the camera? or the cameraboon?

odd ember
#

on the controller

main plinth
#

I don't think that's it, I want to rotate the camera around the player, not set it to look at a new target

odd ember
#

then rinterp to per frame on a timer perhaps

true yew
#

IMO need some way to get the rotation difference from one room to the next, then add that to your character actor rotation, and to his controller's control rotation.

odd ember
#

well yeah I guess you could pick the door's rotation and take it from there

#

or even its forward vector

left pendant
#

Hello, is there a node i can use to call a function to another blueprint? i have a ragdoll blueprint and i would like to use it instead of Simulate Ragdoll on hit, can i call it's toggle via a node?

fathom portal
#

@left pendant you either need a specific reference to that object

#

Or you can use a generic reference and use "set timer by function name"

#

Obviously if it has inputs/outputs you need, you should get a real reference to it

left pendant
#

Nope, no inputs

#

Thanks! i'll try that

fathom portal
#

Sure thing

#

New pic, with name filled in:

#

Forgot to do that

#

Obviously not super recommended, but it will work

main plinth
#

IMO need some way to get the rotation difference from one room to the next, then add that to your character actor rotation, and to his controller's control rotation.
@true yew
I'm currently rotating the character correctly, but I think this might be it, if I compare the current character rotation to the character rotation I'm setting it to, I can add the difference to the controller control rotation?
Is there a node for adding and comparing rotations?

#

I feel like I'm missing something obvious, but I'm really new with unreal ๐Ÿ˜…

#

actually, I feel like if I can just match the axis of the "rotation", I think that could work, but I'm not sure how rotation axis work