#blueprint
402296 messages Β· Page 421 of 403
later down in line it'll hopefully be seamless, but for now it's fine if it is just a teleport that resets the view
Anyone know how to get pawns to stop jumping when teleporting? I have several AI controlled pawns teleporting to the same location when specific events trigger, their collision with pawns is set to "Ignore" in both the Mesh and CapsuleComponent. But when they teleport they have this immediate jump, then perform their actions.
Actual jumping, or their AI thinking they're off the ground for a split second?
It looks like they spawn on the ground, then actually jump. But it is possible they are simply spawning slightly off the ground.
Going to try something.
Ok, so if I instead use "Set Actor Location" and "Set Actor Rotation" it works.
Hey! My first time asking here. Is there any way to add a different collision shape besides the capsule component to a Character? I want to add a sphere collision in front of the player that stops it's movement as it was the capsule component? Like adding an sphere in front of him to restrain movement at that point
You can add a Sphere Collision Volume to your character in the Viewport of the Character's BP, then position it in front of the character.
But it wont stop movement even though it was Pawn collisions
@main plinth this is pseudocode from a random non-actor blueprint but (I think it would work) look at it and see if you can figure out how to apply some of it https://i.gyazo.com/ea8094cc5abe9c7d8848b81ad7543235.png (edit - fixed something in pic)
@glad sigil I would have the sphere determine if it overlapped something, if so stop movement. That's at least a good place to start, then you can begin tuning from there. Unless you're trying to detect something like an invisible wall, at which point set the collision to Block, it won't allow the Sphere to move into the collision of whatever you're walking into assuming the collisions are set correctly.
@main plinth there's a different node for overriding the controllers rotation, gimme 2 mins
so basically if I implement these in the pig then we could get it to work better?
@charred flint Do I still need to add the static mesh to here or only a skeletal?
@main plinth Use this to set the rotation of your player.
this is also a skeletal mesh so I wonder why it doesnt work
@glad sigil i once tried to do that and i think i saw some property on the character but i just checked it out and found nothing
What I want to do is add the animation to the pig AI
Ok, Ill try to stop the movement then. Thanks everyone
anyone familiar with the
anyone familiar with the
@spiral surge
Yeah, we use it here with our team
@glad sigil could we talk for just a second, i have a few quick questions.
Sure, feel free to PM me
yeah i thought this would do it @glad sigil
Help! I'm stuck trying to figure out BP Communication! Seems like video examples are never what I am dealing with,or I am not getting it.
I have a BP class called "Mesh_Switcher", that has an array of static meshes. For example, one will contain only ovens, while the other child will contain cabinets. I need these two children to communicate with each other/and know each others status. It's the communication part that still fouls me up. What methodology is best suited to do this type of communication.
If anyone can just point me in the correct direction, that would be helpful.
generally two children communicate through their parent, since that is the only link between them
doesnt intger variable store a value when i open and close a widget? like i press tab to open widget, increase number by 1 and close widget again. when i reopen the widget with tab the number is back to 0, does anyone know how i can store the value so it doesnt reset?
@true yew Thanks, that worked! and sorry for the late reply, I was having dinner
@trim matrix if you don't kill the widget it will
@shut fiber I tried something similar but it would make the camera snap to the floor, which would make the transitions weird and I was sure I could just copy the 2 other "axis" instead, thanks though
so i should not do the "remove from parent" to close it? @odd ember
anyone have experience with apply post process effects on singular meshes rather than areas?
yeah I mea unless you want to store it elsewhere
@zealous moth you can use custom depth with stencil values
but it's more of a #graphics query
I am actually good at making post process effects, but apart from applying it to a general area, I am not familiar with how to apply it to singular meshes
I will try the graphics department though
like I said custom depth is your go to
do u know how i could close the widget without the "remove from parent" thingy?
collapse it perhaps. you could also store the variable elsewhere
generally widgets are just supposed to be cosmetic
alright i try it with storing elsewhere :D ty
yeah i thought this would do it @glad sigil
@trim matrix
That won't work either, Ill keep trying
@spiral surge #gameplay-ability-system
@glad sigil the Character Movement Component only considers the root capsule for collision detection, no matter what you add to your character
be warned, its not BP friendly
If you want custom collisions, you need to derive your own Character implementation so you can reshape the root capsule or reference a different collision component
@odd ember, so lets say we have BP_SmithFamily, and in the level we have 2 children, BP_SmithFamily-Ted, and BP_SmithFamily-Bill. Would they cast to the parent? Like, this is what confuses the heck out of me.
I have no idea where you are going with this
I don't know all the terminology well, so I have to use stupid examples.
sounds like there is a conflation between something like a sims like person and interior BP elements
@glad sigil the Character Movement Component only considers the root capsule for collision detection, no matter what you add to your character
@atomic salmon
Ok, thanks. I feared that. I'll have to find a work around.
Thanks
@glad sigil (repeated because I didn't tag you) If you want custom collisions, you need to derive your own Character implementation so you can reshape the root capsule or reference a different collision component
"generally two children communicate through their parent" - How?
their parent communicates with one child, gets some data, then throws that into the other child
@glad sigil (repeated because I didn't tag you) If you want custom collisions, you need to derive your own Character implementation so you can reshape the root capsule or reference a different collision component
@atomic salmon
Yeah, was thinking something like that. Thanks!
Is blueprints the right place to set up projects capable of spawning or I ll have to rely on c++?
so I have a vehicle pawn that has no collision, but the collision is provided by the mesh loaded in after the scene starts playing
when I add in actors to the same vehicle pawn and use attach to to them, they get snapped to the pawn by location, rotation and size, but when those actors that are snapped try to interact with ground, instead of acting like its a part of the vehicle pawn, it just goes underground just like it doesnt have any collision, any help?
I'll ask this question, with hopefully with a more specific answer. Two children, instances from a common class, want to see each other, within their own code. What method exist to do this? Get Actors of class X???
You have to use Lisp for spawning
@flat valve This is a good description of Blueprint to Blueprint communication. It says 4.9 but it is still valid: https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/BlueprintCommsUsage/index.html
Overview of when to use different methods of Blueprint Communications.
@flat valve I'd probably start by asking why they need to see each other? What is it that they need to know from one another, or affect?
If both your Blueprints are already in the level, you could simply add a reciprocal reference inside each other as a variable, then use it to exchange messages.
yeah if you're using a spawn manager the manager can inject references between both as well
the level blueprint also knows all of its actors
Click the error, it will tell you where it messed up @spiral surge
Accessing none likely means you're referencing a variable that isn't set
It helps if you give us more than "why ?", for future reference
I need help figuring out something. I'm trying to figure out how to convert a Vert- FOV to a Hor+ FOV, so then the FOV looks correct at any aspect ratio, but I'm unsure what I'm doing wrong
According to a Gearbox blog post about FOV, this is how you calculate the Horizontal FOV
I think I broke it down like this using PEMDAS
What i'm trying to do is adjust the vertical field of view every time the aspect ratio changes so the top and bottom part of the field of view doesn't get cut off.
Reason I just don't enable Hor+ FOV scaling in the project config files is due to the default camera FOV in UE4 being not properly formatted for Hor+
@trim matrix your math is different
@worthy frost is there anything specifically that I'm doing incorrectly?
the ones in my blueprint are using radians at the moment
i would be doing it with degrees
rather than radians
as your mixing degrees and radians
Alright i set both to degrees
However, when the horizontal aspect ratio is small, it shows the image upside down, and when i stretch it out past a certain point, it breaks shadow rendering
also im not sure why you are passing in Field of View
to the multiplication after the 180/pi
I thought that's the vertical FOV that is logged at event begin play
how can u make the vr controller like a giant
I set a float variable based off the camera FOV at the start
yeah but you don't need the vertical fov to get the horizontal fov, it uses the screensize no?
ah
your order is wrong
break it up into smaller chunks
but then hands are way under me
so you can debug and make sure the logic is correct
atm its wrong
@trim matrix gimme sec
@trim matrix
So the current issue looks like it's conversion is still going way too high, which is resulting in the camera going upside down
I'm thinking I'll probably just change this project to use Hor+ scaling, then get a 90 degrees vert- FOV to a Hor+ one using a calculator (Which results in an FOV of 59), and then just have that the default FOV, then base my FOV slider around Horizontal values.
Thanks for helping though @worthy frost
@fathom portal π Its referencing a owning player, do i need to put one?
hahaha
Which plugins? 4.24 hasn't been out a tremendous long amount of time, you might just have to wait a little, or send the devs a message and see if they plan to update
I should have posted this in the C++ channel. :x
true
spawning an actor that goes up bellow the player makes the player go super high in the air, is there any default option that i can change to stop that behaviour?
@celest oar disable physics on that actor
wont that break the jump?
what jump
the issue is on a character
in multiplayer
i have a character that spawns walls for defense
I don't know anything you're not telling me
when that wall is spawned bellow another character
sometimes the character is launched in the air
probably physics yeah
@trim matrix if you can read code https://i.gyazo.com/9f3f0aca9cd6219d06f2c8abcd6e517e.png
Thanks.
Yeah, I can digest this.
how can i convert an int64 to a string without it having the commas? is there any easy way or do i need to use c++
@ancient sandal try this
I did a whole lot of string and regex manip in my lifetime, this is a simple operation
I am trying to set up this but I don't know where to find the index for the materials, anyone have a clue?
So I have a weapon system in place and now I'm trying to figure out how to use it with a torch weapon. My only problem is how to do the fire fx and the point light. Should I just make a torch blueprint and spawn and attach it when I switch to it then destroy it if I switch to something else? Or is there a way to play a looping FX and point light on a skeletal mesh, because since the torch is considered a weapon I can set the weapon mesh to the torch I just have to get the FX and light
could i check the hit location and tell it to not provide it to the move to location if its in the ui?
currently, right clicking into a inventory slot that is empty, clicks through the ui and moves the player to the location behind it. this is the problem, we need the inventory to stop the click to move.
Are there any tutorials for a fighting game?
so... i dont even know what exactly i should be looking for, i have a spaceship game i made, with custom movement physics and inputs, how exactly do i tell an AI controller how to control the ships?
Anyone know if it's possible to get a listing of the sub packagePaths (directories) for a particular packagePath (directory) with assetRegistry? Can't find a way to do that. Does it only give you back files.. I want to walk the assetRegistry if possible so i need to get back a list of the subfolders.
also how can i prevent an spawned actor from colliding iwth the actor that spawned it?
Nevermind, found it.. GetSubPaths method.
nvm was able to fix my issue too, at least the spawning one
Why does the component attached to my cable component end point keep falling and not act like a tether ball
question, i have this actors (pawn) where i defined movement like this , it works fine, but i cannot get an AI controller to control and make the actors move or do anything at all
Hey guys, I have a ribbon on an animated fbx, I added bones to it and exported it. Is there anyway to make these ribbons move when the mesh moves?
skeletal mesh physics clothes or use a tick event...
Is there a way I can set those bones as kinematic?
I added bodies to the bone and made them kinematic and now they Re flapping with too much random vigor...
In all different directions
How can I use construct object from class to create actor components at runtime? I have a parent actor component class and some abilities saved as children of those components. At runtime I want to add specific ones to the character. The problem is, the construct object from class refuses to accept the class
The class I'm trying to construct is an actor component, not an actor.
the self is the player character that it'll be attached to
@stuck hedge maybe try "add x component"
Unfortunately with that node, there is a node per component.
I was looking for a modular solution.
yeah i noticed that too
I'm going to have several abilities that depends on player pick up and when they pick something up, it attaches that component, now if there are only a handful I could switch, but if you start getting 10, 15, 20 etc it's going to become blueprint soup.
I just want to create the component and attach it to the character.
why not use the same component for all of those?
what are the different pick ups?
you could also try spawning an actor and attaching it to some sort of socket instead
because each component will contain the code for that ability.
otherwise I'd just be piling all the code for all the abilities on the character at once.
well I'd probably try an actor
have a parent class have a reference of that on the player
mystice! save me! D:
so i am trying to implement an AI controler on my game, i did a little example but i dont know how to make my pawn understand or move ...
i have made the controoller, blackboard, service and behavior tree
and my blueprint which is my space ships, have the controller set on their defaults controller and well all of that...
now i know the last step is in the actor itself to add how to interpret the inputs from the aicontroller but i dont know how to get the pawns to do the ai controller bidding
Hi all,
I want to convert the "string" to text render
I want to use "Set Text".
According to ue4 docs the target is Text Render Component,
but in my case is the target is "rich text block" and have compiler error.
How can I do for this case?
https://docs.unrealengine.com/en-US/BlueprintAPI/Rendering/Components/TextRender/SetText/index.html
Set Text
here is error message
A lot of different classes have a SetText funtion. You need to make sure you pull a wire from your Button1Text and then search for the function, otherwise UE4 has no context of what function to find for you.
I find it! Thanks!
i am still soo confused
i tried this, because i can see in the simulation the behavior tree is trying to move somehow, but didnt work either
@undone timber i dont have so much experience with bts and bbs
usually you dont need input events on an ai controller
you call ai move to on the bt or blueprint to make the ai controlled pawn move somewhere
i get that, i mean those are the inputs on my actor on the spaceship
the behavior tree is calling the moves... but i mean, how is the AI even supposed to know how to control the ship at all?
this is my current behavior tree
just something easy so i can see if my ship is moving at all
and does it move?
nope
are you sure that your ship gets possessed by the ai controller?
the simulation shows the BT is running like crazy
and what is wander location?
wander location is calculated like this
did you print out the vectors?
also 500 is a small radius maybe you are zoomed out too far to see it
this is what the bt is doing when i press play
without that it wont find any points to walk to
as you can see the ship has indeed calculated a position it wants to move to
i have a navmesh the size of my universe set
well im not sure how nav meshes work with flying mechanics though
they usually enable pawns to walk on meshes
although i understand that, what is confusing me, is that obviously the ship wants to...
what i think is going on in "english" is that the AIcontroller doesn't know how to control the ship... like... how to send its outputs to the pawn...
is it because the pawn is not a character?
Guys, I have a problem with OpenLevel that is really bugging me for a while. I have a scene containing only UMG (Main menu). when press play, opens the first level. Problem is, playercontroller doesn't call the functions mapped to input actions when opening the level. But when testing the level on its own, it works fine.
My graph is as simple as this
@twin pollen did you set input back to the game? Sometimes you have to do that if it's paused or u set it to widget only to interact with the menu
Also check the level name has no extra spaces or anything
So do you mean each level I'll have to set my inputs?
The level loads fine though, music works, animations works, only controls are missing
OOh, I've seen this before, alright I'll try it out
Goodluck
Thanks a lot, it worked. You've a life savior my friend π
Hello!
I want to save a integer inside a spawned actor (Using unreals savegame function)
So how my system works is I have cables connecting from a electricity pylon to a machine, on first connection the parent (pylon) receives a serial number and gives that to its child (machine) and additional machines connected to the pylon - receives the same serial number
So on load all machines check if their serial number is equal to any of the serial numbers of the electricity pylons and connects a cable between them if its true, this only works to 100% in editor and standalone, but not in a packaged build. In a build it only works on like 50-60% of the machines. What is wrong?
Maybe this will somehow help?
@trim matrix I ended up writing a very small c++ function. It was the only way to do it.
{
ComponentReference = NewObject<UFP_AbilityParent>(this, ClassToSpawn);
}``` stuck that on the character, now I can modularly do this at runtime.
add meta = (BlueprintSpawnableComponent) to the UCLASS() π
That will allow it to be spawned with the "add Actor component" nodes
@twin pollen no problem! Glad it worked!
he wants to have a function which has a dynamic component spawning
@glacial eagle That was already there.
so a class as input
Add Component does that already doesn't it?
there are like add components for each different component
No, there is no add component node.
Also, make sure you call RegisterComponent() - otherwise it'll die on it's arse.
I just tested it, and it works fine.
component was added and code running.
Maybe because my component is code only. It doesn't have any physics or anything
or physical state
Hey guys, im trying to create a position indicator where a circle follows underneath a 3rd person player to help them see where the character is on a surface, can anyone give me a hand?
https://www.youtube.com/watch?v=oKdOxPuByNU similar to this, you can see it at 25:40 clearly
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If the component is Blueprint Spawnable, you should get this in the BP context menu for a component of that class:
But when adding at runtime, you're supposed to create the component then call NewComp->RegisterComponent(); - otherwise it doesn't register with the actor properly
he said having all the different nodes for each component class would be too much
Yeah, that's not very modular.
fine if you only have 2 or 3 components to choose from, but if you have 20 random components or 50, you don't want to be creating massive blueprint spaghetti for each case.
Now I can just pass a class and spawn and attach that specific class
Fair enough, just bear in mind there's a reason AActor::AddComponent isn't exposed like that
It does a lot
Yeah, it's not going to get called often or anything.
It's not so much about calling often, just about proper setup
What kind of issues could that cause?
Well not registering it for example means it won't work with replication, won't create physics and render states if required etc.
Won't have a valid UWorld either
Single player, no physics or rendering, and there is no code in c++ except for the fire ability blueprint implementable event.
Just don't expect it to work properly if it isn't setup properly. Any attempt to access the world for example in that component will just crash
Okay, I'll register it then. I don't expect to have any c++ code on there. This is basically just a gameplay ability lite style system where I can put various chunks of code onto the character for temporary abilities without bloating the character itself.
I managed to fix my animation but not sure what this error is about
Auto Rotation of a skeleton mesh does not work, I know usually maybe it doesnt need to be connected to the triggerbox
skelleton mesh is not compatible somehow
I managed to fix my animation but not sure what this error is about
@charred flint Indicates that your are trying to do something with your Skeletal Mesh while it has been marked for kill (removal from the level)
You can use IsValid to check if your SM can be safely accessed. Or do a validated get.
@charred flint always check that your execution pins are connected (white line). A function whose input execution pin is not connected will not be executed.
just to confirm but... unreal has no AI for true flying actors? (3d nav mesh?)
UE4 doesn't do flying AI by default I don't believe, but there are a few marketplace solutions, or tutorials to show how to go about making flying AI.
@charred flint sorry had to go away for a bit. Remind me what you are trying to achieve with that code.
Hey Marco no problem at all, basically this is a way to make sure the pig faces the player at all times
I managed to get a walking animation by copying a skeletonmesh from the demo files of the free animals pack but now 2 more remaining steps are its facing right and that it will walk on the terrain rather then it flies or comes from under the ground as it does now, it has no sence for the landscape
@charred flint to make the pigs face the player you have to work within their Event Tick
The Event Tick in UE4 is triggered at each frame
Since the player can move, you need to update the facing direction of the pig at each tick provided you want them all the face the player and not just those that are within a certain range from the player
Supposed you want to do it only for those that are close to the player, on Event Tick within the pig you can get the player world location, subtract from it the location of this pig, calculate the length of this vector. If the length is < of a certain value (min distance) then you make the pig face the player.
I have several instances of the same class, each all contain, obviously the same code, and same variable names, just unique names within the level. I also have an UI, with BP code, that would like to access one of those unique named instances. Casting only seems to show the parent/master/class, not any of the named instances within the level. What method of communication should I use? I have read up on all the methods, and It's still not clear, so maybe a point in the right direction would help.
@flat valve How would you determine which instance is the UI is showing at that moment?
Does it need to be user selectable?
@atomic salmon
So what I have is called BP_MeshSwapper. This class has BP code within it to hold a array of SM's, such as, lets say 10 different refrigerators (which is entered via the details panel). This BP_MeshSwapper has several instances within the level, each contain a different array of SM's, fridges, ovens, etc. So, one of those might be calld BP_MeshSwapper-Oven, BP_MeshSwapper-Fridge. I also have an widget that has an interface that collects all of those BP_MeshSwappers, and list them, which allows the user to pick "fridge" and then select from the array the fridge they want. What I need, is when the user picks oven, it can look at the Fridge BP and read its status, and say to it self "oh, you cant do this, or that". All the logic part I can figure out no issue, its just the communication between the instances, fridge reading oven, vice versa.
@atomic salmon - I think I get your question. All the logic for seeking what is seen is via some BP, I think it cast a visibility ray.
@atomic salmon - Specifically I am using SDot's BP - https://www.unrealengine.com/marketplace/en-US/product/archviz-user-interface
Actually, to complete describe what I am doing. I have interdependent choices, which have have to adjust to each other. I have 3 oven widths, 4 fridge widths, and 9 casework types. The choice of an oven not only effects the width of the casework around it, but also the the casework type. All of those permutations have been modeled, and entered into the array of meshswaps. I just need to work on the interdependent logic. In order to do that, they need to know the status of their neighbors.
@flat valve It is easier for me to understand if you describe it from a user perspective. So the user selects an appliance in the level and they want to swap with another one.
Exactly
If they select a fridge, you want them to be able to swap in another fridge and nothing else
If they choose a wider fridge then what is seen, then, the casework needs to adjust accordingly.
Which is part of Sdots feature set. The issue is, there are 9 variations of casework, which needs to retain despite getting smaller or larger.
Ok, so you are hiding the non compatible choices from the UI so the user can pick only the valid ones.
Nope, all options are on the table, at all times. The model adjusts to the users specifications. If they want a 38" fridge, then the casework will retain its style "classic, modern, etc" but then get wider to accommodate wider fridge.
Also, the casework, oven, fridge, they are all instances of the same "BP_Swap" class.
Ok, so back to your question, the UI has to know which appliance is currently selected?
Not knowing this Sdots thing I am not sure what it has already implemented and what not.
No, it just needs to know the "status array number" of a specific BP_MeshSwap.
He has, but what I am doing is complicated over that, he has it set to broadcast "hey all instances that have an INCODE of "cabinet" change to THIS array Number. Which works great!!! Until you have complex interdependent stuff.
So, I am grafting a function that will only activate with the oven, or fridge. This function will read the status of the cabinet, to know what style it is, and then say "oh, style classic, at size 30" you want to use THIS # in the array"
It's very difficult in this case to provide a specific advise because you are building on the functionalities of a plugin which I am not familiar with, so I have to keep it generic.
Generic will work, I understand a lot in principle, but BP communications proving hard for me. It's easy when its a simple tutorial example of a player pawn and level BP, but harder in this type of situation.
Ok one way for you to talk with a UI widget is to set a variable into it for example.
wouldn't that violate MVC
So when you create a widget you get a reference to it and with that reference you can set some variable values into it.
Principles will be violated in the life affirming saying "don't let perfect get in the way of done"
Then back into the widget, you use that value to alter the logic.
yeah but in this case those same principles are what will keep you alive if you choose to change your method
If we sell this project, I get to eat bread, put it that way.
@odd ember in principle I agree, if we would be teaching in a computer engineering class...
well yeah I don't knwo the context either
it may be justifiable to have high coupling
I am just very wary of technical debt
Since the player can move, you need to update the facing direction of the pig at each tick provided you want them all the face the player and not just those that are within a certain range from the player
@atomic salmon Omg haha
Learning hacks has often been a stepping stone in allowing to learn it proper, in lu of an classroom and professor. Get it working, then get it good.
@atomic salmon Did you have anything else to add to your description/
you don't always have that affordance when working with code unfortunately @flat valve
my take would be to add a recursive function that checks mesh bounds every time a mesh changes
@odd ember - Fortunately or not, I am not a programmer by any trade, 3D artist in fact. I just need to get it working, small company, new product.
and moves it out of the way in a perpendicular direction
or you could specify the placement of each mesh individually
if you're more inclined towards interior design
and then just save the layouts prebaked, and switch visibility
@odd ember 98% off all this logic is well done by the author of the BP's.
(sorry on the phone)
okay that seems to be working, what's the issue then?
THAT part works, its the fact there are 9 versions of cabinets.
So I can say, load the 30" cabinet because the oven changed, but I can't say "Load the 30" cabinet AND the cumberland style"
can you show the case where it goes wrong?
There too much to explain, but, I CAN fix this issue.. I THINK... the issue is... well I can fudge the logic... the only thing I don't understand is, how to read a variable from one of those instances you see. All I need to do is "cast...whatever" to the cabinets and say "hey, what is the value of YOUR "chosenOptionVar"
That is the logic I will be hacking, maybe you can get an idea.
there's already event dispatchers hooked into that
so you probably need to take a look at the oven/fridge parent blueprint and see how that event dispatcher is implemented
π€
I dont see any listed
Ill keep looking
@flat valve I'm sure there is a search feature somewhere that allows you to look for them across all blueprints in your project
@flat valve @odd ember
@flat valve try without "call"
Okay, found some stuff, which, lol found before and grafted a print string to for debugging research. I'm going to sniff this avenue out for now. Thanks!
Actually, not really. Maybe a start
I mean, it uses "dispatches" of which I know nill (despite tutorials). Oh all so confusing.
Event Dispatchers?
yes
event dispatchers are like the notification bell for youtube videos
a lot of people can click the bell
They are a way for a blueprint to send out a message and other blueprints can pick it up
and when the creator puts out a new video everyone who had the bell gets a ring
Right, okay, well that is important, but not what I need to deal with now. Eventually I will get to that part.
the idea here is that this is how your blueprints communicate
the information gets sent through them
Unless I make a new one that causes instances to yell back "HEY THIS IS MY VALUE OF X"
Does it work that way?
I mean, event dispatches would be good to one way send a value of OFF to 100 lights right?
or better yet, tell those lights they should turn off by their own logic, in a sense.
but that can also be handled differently
yes
think of them as a reaction to something happening
each BP with a subscription is essentially saying something along the lines of, "this button was clicked, what does this mean for me?"
and then executes the logic of that
Okay, makes sense.
@atomic salmon I think I managed to get the pigs rotating as were ever I stand they never face me now
Zac from Epic, just remembered his explanation.
so I got the opposite of what I need but atleast they rotate somehow π
@charred flint let's fix those pigs
π
@charred flint invert the inputs on Find Look at Rotation
the part in the bottom is for the rotation
@flat valve what is happening in the UI is that it is sending a packet of information about the mesh to the player character, whatever that may be in your case
how do I invert them btw? And I also have a similar not working setup in level blueprint
it's disconnected?
@atomic salmon im not 100% sure
might have forgotten something
It should feed into the Set Actor Rotation node
@odd ember Would that packet of information likely be an "Object" with many variable types?
it could be anything
Plus you need to invert the inputs to Find Look At Rotation
but you can customize your dispatchers to include any information you choose
@charred flint Looks good.
Except that you have no condition on the distance from the player but ok
Should I make 1?
@flat valve you can see what it sends in the upper right corner
Yep
@charred flint 1 what? 1 pig?
I've made a UI in Blender and got some issues exporting everything in pieces due to rendering limitations in the software (Cant have multiple cameras at different resolutions)
So someone suggested I would then just use 1 camera covering everything in the UI and that I would animate each icon to only show 1 frame and render an animation (So then I would be getting 1 full-screen size image with each little icon in
Now ofc thats the issue, that I will be having a 1080p image with a small icon on covering just a little piece of that 1080p image. So my question is if I can use clipping/some other feature to remove the unnecessary parts of the image directly in Unreal Engine without having a negative performance impact caused by unnecessary pixels of each image being loaded or if I would have to use GIMP to cut each image one by one before importing to Unreal.
Thanks :)
(Please ping on reply β€οΈ )
Also I made this inside the level blueprint is that an overkill at this point since I made another rotation model in the actor blueprint of the pig?
@charred flint The rotation should be inside the pig BP
A condition for distance from the player π Not sure how yet but ill figure
Each pig rotates itself
oke ill delete it from the level map then, it was from a previous tutorial anyway
level blueprint*
@odd ember, so what I should do, is create a custom eventdispatcher that will exist in all instances of the BP_MeshSwap, but only reply if that instance contains ovens, which I can make determine via a bool.
@charred flint for the distance, UE4 has a handy node called Get Distance To
Do I need to hook up this one aswell o is it fine as a solo
Wonder why the tut made me create it lol
idk
Is there a way I could search through a data table similar to a for each loop with an array?
@flat valve event dispatchers are one way
ok so were do I put the Get Distance to exactly?
@charred flint think of the logic. You want the pigs to face the player if and only if the distance is less than a threshold value
got it!
So first you calculate the distance, then compare it to the minimum value and if the condition is true, you rotate the pig
If not (false) the pig continues to look where it wants
So the key element is probably somewere here correct?
@charred flint you need a code branch
A Branch in BP is like a IF ... THEN ... ELSE
IF (Distance < Minimum Distance ) THEN Rotate the Pig ELSE Do Nothing
The branch part I understand just missing the logics of were and how to give an input on the distanc
You also have a Boolean variable Face Player which you probably want to use to switch this feature on / off
Still ahve them running sideways lol
They are probably oriented wrongly inside their capsule
You also have a Boolean variable Face Player which you probably want to use to switch this feature on / off
@atomic salmon Was also part of the tutorial so might not need it
If you want to keep it, do an AND with the distance condition
oke lemme find the < option in blueprint and ill try it ^^
min distance is missing
You have to create it as variable
Right click on the second pin on the < node and select Promote To Variable
Then name it Min Distance and give it a value, say 300
300 = 3 meters
got it!
at this point I got it all but the value do I put it under value range?
If I understand correctly we can use the same strategy to only make the pigs find the player if they are within the radius of a min or max distance
@charred flint that depends on your game play. Try with 300 (3 meters from the player) or 500 (5 meters).
Maybe 1000 not sure how creepy you want the pigs to be
still gtting its but
Should they sense the player at large distance or only when he is very close?
I think very close would be best but I should not run in another issue yet π
hello is there anything I could do wrong so camera shake doesnt even start?
this is what I got now and the only thing that is not in use at all is the actor rotation which I think I do need if im right
I created camera shake blueprint class, added some values for shake and plugged it in with play camera shake like this
but still nothing happens
in the original tutorial I watched he had it auto rotating quite quickly in the vid so I must have done something wrong there but still now to with all the other improvements you layed out
This is the main blue print for spawning pigs and finding player
maybe I need to adjust that one
@charred flint didn't get the issue. They are rotating too fast?
There is no delay in the rotation, so they rotate immediately
they arent rotating at all... π
@charred flint Target for the rotation is self
The pig, not the player
Remove that connection
@odd ember I managed to set everything up for the custom render depth using premade PPE but there is no documentation on how to set up the indices for the PPE materials. It's not in the settings, it's not in the render options in the primitive mesh so I am out of ideas. Any clues?
@charred flint what is the value of the face player var?
because if it is false there is no rotation
this?
that explains it
I just now notice the default value tab
it only appears after you compile once
@charred flint are they rotating?
compiling and loading up now
Go pigs!!!!
ok they do rotate
hmm the one we just looked at is not that?
yes but you have to go to the viewport
@charred flint I am going that the pig needs to be rotated to face the arrow
how do we determine the front view
lets test
So I would say you need to rotate the pig Skeletak Mesh in that direction
it was at greeeen indeed
Yep, green is the right axis Y
its some nice steps. Btw could also the same viewport position for the height of the mesh decide that it flies above the ground and not so much stand on landscape wereever it has slopes, etc or is that not as simple as that?
@charred flint are your pigs using a character movement component?
π
@atomic salmon Really thrilled about the fact that I managed to get it this far
@charred flint are your pigs using a character movement component?
@atomic salmon basically I made a fresh AI Script and added the walking animated pig mesh as the mesh to use
With some help yes... π
@atomic salmon with a lot, from this channel, youtube and telegram π
That's how we all started
yes and one day I be helping new people to ^^
that is expected. giving back is a must.
absolutely I 100% agree there
im already trying to understand issues of others I read here, just rather pointless to dive in on it now... π
anyway, it is not easy to get the pig stand properly on the ground. You would need to line trace from the center of the capsule down to the ground and orient the pig according to the normal.
(you could take it a step further and use a RInterp to to make it a smooth rotation as well π )
anyway, it is not easy to get the pig stand properly on the ground. You would need to line trace from the center of the capsule down to the ground and orient the pig according to the normal.
@atomic salmon something that I was afraid of already
not saying it is difficult but you need to know about line traces etc.
(you could take it a step further and use a RInterp to to make it a smooth rotation as well π )
@stiff hatch im happy I got it this far... π
true lol
@stiff hatch yeah, that would be the next step
actually it shouldnt be too hard to add it from it's current state honestly
Planning to stick around so ill get there for sure
No, it is rather easy. Just need an extra step/
litteraly 1 node xD
@stiff hatch two, you need also the current rotation
like 1 node extra?
ok let's do it
ahh good point lol
@stiff hatch you teach him
oh aiight lol
they feel as big things but im seeing more and more that if u know the logics its not to much time consuming
if u know what ur doing... π
it's called experience
awesome man thanks Dough and Marco
very true @atomic salmon
ofc.
you will need to get the rotation of the pig actor, as well as add a Rinterp to node
so basically this unconnected one at the moment right?
ahh okay. yeah you will need the get actor rotaion node that you dont have any connections with and another node called "RInterp To"
You could use "RInterp To Constant" but that wont give a smooth start and finish rotation
oke I see its a big node
yeah, its not that bad.
do I replace something or just attach it to existing nodes?
so you see it has Current and target
yes
You would plug your Actor's Current rotation (Pig's Rotation) there and Your Target rotation (I beleive the one from your Find Look at rotation if im not mistaken) into the target
Ok I got that but it broken up the get actor location node
almost.
you wouldnt plug the return into the find look rotation
you would get the return from the find look rotation and plug that into the RInterp To "Target" pin
I did but it auto created this get rotation X Vector node
@charred flint the Rinterp To node goes between Find Look At Rotation and Set Actor Rotation
oh so its completely misplaced
sec
when you are a pro you are going to use source control, so you can roll back a mistake
I use GitHub desktop and have had trouble with roll back. i think its just me but yeah
Perforce?
@stiff hatch https://www.perforce.com/
Perforce Software provides enterprise-scale development tools. This includes version control, application lifecycle management, agile planning, and static analysis. Development and DevOps teams around the world rely on Perforce to do their best work and innovate at scale. Perf...
@charred flint yes thats right
when you are a pro you are going to use source control, so you can roll back a mistake
@atomic salmon Dont get me started there please.... π What a dramma with LFS..... π
@charred flint Current and Target are inverted
ah ok
You still need World Delta Time
3 nodes actually π
and to set a proper value for the speed
you can also get the float you created
oh boy
true
oke Lets see
you will need to plug the delta time to a "Get world delta time" and change the interp speed
We want smoothly rotating pigs!!! We want smoothly rotating pigs!!!
lol
And flying Mutated Pigs Later π I designed them already for Marco since he requested it
oke let me see delta time
what is a logical interp speed?
this would be plugged into your delta time on the Rinterp to
yes that one I have ^^
my E and R notes are lose so it takes me a lot of time to type atm
(correct me if im wrong)
oke so maybe 3 or 5 or something?
id say try 1 for now. and just toy with it
Lower values are slow movement
higher are faster
sorry to interrupt
i need a little help
sorry to interrupt
@languid current Your not interupting ^^ Im just taking to much time of these guys so im kind of interupting the chat my apologies
nonsense
InterpSpeed is a multiplyer to Delta Time
So if InterSpeed is 1.0 at each Tick the rotation is Delta * Delta Time
If InterpSpeed is 2.0 it will be 2 * Delta * Delta Time and so on
so, i have a player working fine, but at some point in the game i will need to completely change how his controls/inputs are working without changing the caracther
love the rotation
OH! okay lol thank you @atomic salmon I learned something new now!
what should be the best method to do this?
InterpSpeed is a multiplyer to Delta Time
@atomic salmon This is still above my knowledge of logics of the nodes in blueprint system
but im keeping it in mind ^^
@languid current that is currently over my head but i'll see what I can find!
thanks
@languid current you can keep your input events but completely switch logic based on an input mode
input mode node isn`t to change from gameplay to UI?
Say that you want your keys to become inverted
or am I mistaken it with gamemode?
Woah
Input mode is something I made up to explain. Assume you have two different input modes.
are you setting the location at all somwhere in the pigs @charred flint
@languid current and you want to switch from one to the other, you would just set a boolean with a branch and execute one logic or the other
So same keys/input events can lead to a different movement logic for example
right now they spawn randomly within a radius of 10,000 (something and they massively run towards the player at begin of game, not sure if that answers what you meant
can I see what your using to spawn them with?
sure! sec
another thing is @charred flint are the pigs a Character class or Pawn class?
@atomic salmon oh, makes sense, i was thinking there should be a more specific way to this, since i commonly see posses characters to trade controls
@languid current
@atomic salmon Whole different rotation system
I get it, thanks guys
@charred flint Pawns don't have an inherited movement component and wont have gravity and basic moment as if they were using a character class.
you could add a movement component to the pig and tinker with the settings in the component
so I should convert or redo it?
um. me personally I'd try adding the movement component first
Movement Component isn't exposed, it's baked into Character class
hmmz
oh, okay. thank you. I didnt know that.
so you might have to re-parent the pig then to a character class
Also the CMC relies on the root to be a capsule, there is no way around it
we can easily convert it or do we need to make it from scratch?
Unless one rewrites it from scratch
you can re-parent the actor
@charred flint Duplicate your class to make a copy before you try to convert it
Using Character class starts to go down the BehaviorTrees / EQS path which I still think is easier than @atomic salmon trying to teach someone vector math and encouraging them to use Tick
class settings at the top and then in the details at the top is the calss and option to re-parent
@distant sedge I respectfully disagree. It is faster but not easier for a beginner, especially if you don't know the basics yet.
For a tick replacement you could just have a timeline playing and looping only when needed though for a performance improment.
I can easily explain vector math and what happens on Tick. I cannot easily explain how to build a Behavior Tree and work with the EQS. @distant sedge Can you? It requires a lot of fundamentals.
It didnt go free unfortunately
can I see your components list?
It is recognising duplicate components
right now its like this
hmmm I duplicated the pig as marco said thats all though
it has another name
are the bottom 3 components (Aside from movement and floating pawn movement) us use at all?
oh it has them in there indeed
well the skelleton mesh is the others I just made cus peopl were mentioning it didnt had it before
you might want to move all the stuff from the other components that you made into the new (inherited) ones
once youve moved them then get rid of the duplicates
So get rid of these 2 right?
and reeplace the inherited mesh with the skeletal mesh?
Yes. but before you do make sure that references to those specifically are no longer referenced. so more errors don't ensue
(if anyone knows a better easier way please throw it out there lol)
okay thats a good thing lol. so then just set the (inherited) mesh to your pig mesh
@atomic salmon Adding a bunch of math and AI behaviors on the tick isn't a good fundamental, just need to make a Character class and hook up his pig model, create a BehaviorTree asset and add in a MoveTo node -- way less woes than he's having now.
as I cant delete it
(you can also get rid of your floating pawn movement)
what does it do? I dont really had a clue anyway
floating pawn movement if quite literally in the name
Floating. and allows more flying type movement. when if youre making a pig. (Unless you want them to fly) then you dont need
ahh explains the flying pig lol
indeed lol
yes. its inherited so that cannot be deleted. so your skeletal mesh component you added can be deleted and then put the pig mesh in the inherited Mesh
so that will just loop the selected animation. if you have an animation Blueprint then you should use that.
no it was an asset it seems but I cant change the data in the inherited mesh
now I can
so now it should be all set
yep
oh?
well that is kinda a good thing lol
This a above my head. I'm sorry
ill go back to the asset looking what I messed up
alright
I have a question for the community. I originally had the timeline as a tick but replaced it with a timeline. would there be a less performance intensive way of doing this?
crashed 3 for 3 since the last few changes
can you disconnect the tick from the rotation nodes you have and see if it will run then
@stiff hatch should I delete that at the pig?
you cant delete that.
I think the pigs cause the crash since they are on character
it is inherited from the Character class.
yep. one second
try disconnecting the tick here and try and run it and see if you get the error
(the execution pin of the tick
done
no crash on compile but not sure on play
unfortunately still
completely shut downs the engine
ill try putting it back to a pawn
see if it works again
(Worst case scenerio, just create a new pig "character" class and just copy the code over)
dang it deletes the stuff at class converting
thats probably the issue
all gone and I had duplicated the wrong blueprint so no backup -.-
yep, its because the (inherited) part of it was inherited from it's parent which was a character class. when its new Pawn parent does not have any inherited stuff
(well it does but not the stuff the character has)
so I just have to fix the char class
no it has more still
but cant make it back to a pawn
this is the complete thing
for what youre doing a character class would be simpler. I would try and make a new "Character Class" and then copy everything over form the original pig to the new pig
well
kinda.
Once you have copied over everything to the new character class. you will have to go to the part where you spawn the pigs and switch it to the new character you created.
no crash yet but didnt mak the pig yet
or else it will just spawn the old ones
just empty plain cha
yes I edited that in the level blueprint to the new class ^^
Good news and bad
no more crash but back to flying and none moving pigs
none rotating to
and none explosive omg xD
its still a pawn class there
maybe I need to replace it
where is the spawn node
nvm
your spawn AI from class node
you have to set the actor class to the new pig you created if you havent already
that I did yes
go to the viewport of your new pig
but it says pawn class
Its okay. Character inherits from pawn. and your pig inherits from character
your pig is a 'grandchild' of pawn
your pig skeletal mesh component needs to 1. rotate to face the direction of the arrow
and 2
you need to scale the capsule component
select in the componet list and on the details panel change these values
ok
select the Capsule component
are you still playing in editor? (PIE)
(nobody made a "when pigs fly" joke? what a shame)
yh but closed it
I thought about it. but didnt know how to incorperate it
you closed the PIE and it still wont let you edit
@true yew I had to filter this discussion out, way too many replies on essentially homework rather than simple questions
Fair point @zealous moth i'll take the hint and move it with @charred flint
@true yew I had to filter this discussion out, way too many replies on essentially homework rather than simple questions
@zealous moth im sorry your right
I am trying to get the size of a static mesh bounding box however, that function seems to be gone in 4.24.2. Any suggestions on how I can get the vector size?
@proud zinc Are you sure? I can see it in the source code of 4.24
Hi Guys
How Can i Assign Index for every object spawned in the world ?
im using Index Variable and writing number manually
@cold sinew a variable inside a BP can be marked as Expose on Spawn
When you use the Spawn Actor node, that variable will appear as an extra input on the node and you can assign a progressive value to it
Yes that what im doing
Anyone know why if i add a camera in the first person template in ue. It shifts to that camera view instead of the first person
Im having some trouble with it and it is stumping me
but when i spawn from the same child like 5-6 they will have same index @atomic salmon
i want each object have different index my brain not responding i cant find a way to do that :d
@marble lantern I'm going to guess it's auto activated. There should be an option somewhere to switch that off
yep
that was it
@carmine prawn now im guessing i just need to call it now if i wanna use the view
more than likely lol
kk thank you so much
@cold sinew you can also use a dummy actor which contains your last index and update it at each spawn
How xD
im working on pickup objects
but not inventory system
just pick up with 2 sockets the player can pick sword for 10-20 seconds and drop it
or can pick throwable objects like bomb or knife
im using Component to hold the function also
@cold sinew ok I am focusing on the indexing question. Quick and dirty: you create an actor BP placed in the level whose only task is to hold the last index and let you read it and increment it after each object spawned. BUT, if you need something which is also persistent across different levels then you have to use a GameState object for that.
Yes
Yeah that should work
I'm assuming the APEX Destruction plugin in UE4 is broken?
https://issues.unrealengine.com/issue/UE-86213 I guess so π¦
I had a question on efficiency. If you have a lot of actors performing the same action, say for example, recording their transform every frame for a reverse time mechanic. Is it more efficient to have every actor do that themselves, or have one actor do a loop through all the actors and do that call for them?
@vestal igloo CPU/GPU efficiency or programming efficiency?
cpu gpu
I was looking at one of the free monthly assets and he's got one actor grabbing all the actors in the scene that need to record their position, puts them into an array and runs a for loop to do it, instead of having each actor do it themselves. Just curious if that had an efficiency bonus I hadn't known about?
ah the time management thing
in blueprints, the less ticks the better and maybe you'd want it centralized
couldn't tell for cpu gpu
I can see the organizational benefit of it
yeah, everything centralized into 1 with easy references.
are the actors of similar types?
I will not lie, I am building an asset to sell and I come across various ways to do things and honestly, I go for what would be easiest for the buyer, not so much UE4 performance and such. It may be that it was easier to organize in this case rather than keep track of everything at once individually. Imagine 1 actor out of 100 isn't acting properly, you'd have to debug intensely at different levels.
yeah
its all either a specific type of pawn, or a specific type of static mesh
its get all pawns put em in array, then get all meshes and put em in another array, then run a for loop for each tell each to record its transform
it almost sounds like you'd be interested in learning about Entity-Component-System coding architecture. but I don't think that's what that particular example is. they're probably just doing it that way for design reasons, because it's simple and it avoids affecting the actor code (like it allows their system to remain independent of your actors)
sounds about right π i'd do it liek that oo
(ECS is more of a C++ topic, not really something you could learn about for BP)
Cool, I hadn't thought about doing it this way before. Thanks for the info!
if the "find actors" is only done once like on level initialization, it's not that bad. if he's doing this every frame or something then it could be terrible and having each actor responsible for updating themselves could be faster.
yeah
I think he's doing it every frame, but I don't think there is a need to unless actors are being spawned at runtime
it checks to see if each actor is valid
because then, if you tell the actor to record itself and you destroy it, that data is lost
yeah, can't rewind from destroyed.
I currently running my game in PIE mode... I have a blueprint open in the background... how can I see what the variables currently are?
In Unity, they just update live straight in the editor...
oh i just realized theres a multiplayer channel oops im dumb, gonna move that message there
Anyone know a way to get the length of a data table?
@late cave make the variable public
@ocean radish doesn't seem to matter... even if I watch my variable, I only get a small blue icon on it that doesn't tell me anything
also, the debug window, the variable is there UNTIL i press play, then it disappears
and even if I select the actor (which I don't get why I have to do), it says "no debugging info"
you could print it to a string if you want to see it update, but you should be able to see it ingame and you have to select an actor to see if becuase hows it supposed to know what to show you :d
public vars are shwon on the details panel in the actor
well, since it's a player controller, guess I'm screwed
guess I'm going to have to printf like a god damn caveman π
Ahh i see, for things like yeah you could make your own test actor that you put in the world and throw vars at
then just get playercontroller> get var
it's so weird, though... 2020... the blueprint editor animates the fancy wires
yet, I can't see what the variables are
yea was just setting up a test
only way i could see it in playercontroller was to hover over
I'm trying to set up a simple "teleportation" where once I go through a box with my VR character, it teleports me to another box that I've marked using a public variable of that class...for some reason, it's not doing anything though when I walk through it
Is there something simple I'm missing here?
@ocean radish nope, not even there...
@late cave sometimes you have to tell the BP editor to watch the one that you want. There is a drop down menu on the top of the BP editor called Debug Filter on top of the BP editor. If that has nothing set then you won't be able to see what's going on. You can see it on this photo next to the play button https://preview.redd.it/rko0156zzul11.png?width=1920&format=png&auto=webp&s=650f6bf7719471e47200c42f2807f32e78da3497
@late cave works on mine :/
@fair estuary yes, that was it... thank you!
wow, bending over backwards just to do some simple stuff...
I'm never going to remember that π
lol Unreal is an interesting beast. I'm glad that worked π
yea defo some quirks with it especially in blueprints, but hey i cant code for ..... so π
Does anyone know why I can't teleport from one location to another? I may be missing something simple in here
jk figured it out
It keeps telling me "Infinite Loop Detected"
I changed it a bit to try and prevent this, but it still gives me that error
I just realized I had my true still going to the set actor location node. However, when I disconnect that, it doesn't work at all
if teleported = true set it to True
Is it possible when you teleport to the other portal it's trigger an overlap there and then rapidly sending you back and forth
yep could be but also im not sure why if its true you are setting it to true when you know its already true
Does anyone know If theres much of a performance difference between maps and arrays? I know arrays are probably faster, but by how much?
depends on the operation/what you're doing with them
and in the end,it's blueprint. so you're not going to be fast anyways
but they are different enough that generally what you need to do, ends up picking which one you end up using
Well I'm thinking of which to use for an inventory system. Maps would be slightly more convenient because I could use the key as a slot ID but I could always do an array of a structure or use the array index
the peformance difference will be so small, and you probably aren't calling these inventory systems multiple times a second. so use which one is easier
i think the biggest difference is searching through arrays to find an item vs finding items in a map
but if there's less than 50 items. performance difference is probably so tiny
Well I'll have automation so I might be doing operations quite often in different inventories
Electric Shock
you can turn on the box draw debug to see where the box is
im going to assume it's not in right location
where is this box draw debug?
it shows green lines but dunno what it means
Trees supposed to spawn in here but they spawn inside eachother in same place
@wintry grove Your trace doesn't have an end location, you probably want to take the start location and go downwards
When i switch from half to end for the trace it places these red squares
This might be able to replace all the math you're doing to pick a location, just pass in the origin and extent from your volume and bump it up 200 like you're doing for start location and then bump it down -900 for end location https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Random/RandomPointinBoundingBox/index.html
Random Point in Bounding Box
Actually half size should probably be the extent of your tree, just remembered the logic is inside your volume BP
Make the half size 1m (100u) in each direction as a starting point for the width of your trunk
sorry im stupid what is 100u ? I tried the exact way for your screen clipping it spawns two trees but they are not grounded like clamped and they appear to exit the spawn box
100 units
not sure why you need to trace when you already have your spawn area?
you could just spawn with the box extents? and if you know the Z value just pass that in, if you need to figure out how high to place then you would need to do some trace
Maybe -900 wasn't enough, here's a version that uses the exact extents from your volume (replace my Box variable with your SpawnVolume)
Red Squares π thanks for helping me lol i think i might die in a hole. did the start (Gold)vector variable have any settings ?
helo all, is there any way to use 2 loops on same object? index needs to fit with them too
Nah, on the Set Start up top I just right clicked it and split the pin
In your photo it looks like it's working, that's where the trees should be in the red square
If that's a landscape might need to do something special for their collision, not worked with them much but found this tut https://docs.unrealengine.com/en-US/Engine/Landscape/Collision/index.html
Collision settings for Landscape.
thanks pal π
how would i check if a enemy has been hit by someone who dash at them? i try setting booleans but it doesn't work.
it must be more? cause i set a bool to true to be hit by dash if health is lower then 20% and then if it is tru and i hit them with the attack destroy character
Rose, yes you can use two loops just be careful with how it's laid out otherwise infinite loop can happen
although i dont know what you mean same object
Ayopunky, from the attacking character, when dashing check for what it hits and the health of what it hits, then destroy or apply damage
yeah i have the dash working it dash using launch character
yea