#blueprint

402296 messages · Page 423 of 403

charred flint
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Anyone here has experience with Xsolla sdk ?

steady wharf
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ok so i have a widget and in that i have an EditableText object and i want to know how i would access that value in the blueprint of the widget and how i could convert or text if it could be converted into a int value?

charred flint
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Is this all automatically part of our game folder even if its not in our content folder?

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Like If i would make a blueprint that has an open level that links to a folder inside Xsolla Content would it go without issues?

atomic salmon
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@charred flint that content comes from the installed plugins. You have Show Plugin Content checked in your view options.

charred flint
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omg... I changed a folder name

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and I think it messed up a lot as now a map is not recognized by the engine

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@charred flint that content comes from the installed plugins. You have Show Plugin Content checked in your view options.
@atomic salmon Yes I have, so it means its all good then

fathom portal
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@charred flint did you fix up redirectors?

charred flint
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hey, not sure what to touch or not right now

atomic salmon
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@charred flint right click on the folder and choose fix up redirectors

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Renaming folders outside of Unreal can lead to issues

steady wharf
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can i have help too?

charred flint
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ah so I can change the name and then just fix up redirectors?

fair estuary
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What do you need help with? @steady wharf

steady wharf
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ok so i have a widget and in that i have an EditableText object and i want to know how i would access that value in the blueprint of the widget and how i could convert or test if it could be converted into a int value?

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@fair estuary

charred flint
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even after fix up redirectors the map still is not visible in the content folder

fair estuary
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@steady wharf you can get the value of the value of the text from the text input field. If you need to convert it to an int, you would need to make a function that gives value to the characters. For instance, a=1 b=2 etc. and then convert it. i'm not entirely sure how it would work but that seems to make sense in my head.

charred flint
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Fixup did not Fix it up

steady wharf
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i mean like remove all alphabetical things just leave the numbers

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or just check if its only numbers

charred flint
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is my map broken or someething?

fair estuary
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@steady wharf I'm not entirely sure how to filter through text like that. I'm not at my machine to do any testing to find a solution. I'm sorry 😐

steady wharf
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i figured it out

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theres a string to int thing

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worked great

atomic salmon
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When you see something that small it is a redirector @charred flint

steady wharf
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thank you though

fair estuary
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Nice! I should have assumed that was a thing lol Thanks for sharing 🙂

atomic salmon
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@charred flint what did you change exactly?

charred flint
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When you see something that small it is a redirector @charred flint
@atomic salmon

but I did fix up Redirectories but it doesnt do anything it seems

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well I changed the foldeer name from MenuBuilderCarousel to MainMenu

atomic salmon
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@charred flint inside or outside the editor?

charred flint
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inside

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and I think outside after

atomic salmon
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Ok strange

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Ok

charred flint
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I have no idea what has happened so fast

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it was like click click click irreverseable

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thing is its still a .umap but it doesnt recognize it

atomic salmon
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It's too small for a umap

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It's a redirector

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The original umap file is somewhere else

charred flint
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hmmmm

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afraid that its gone then

atomic salmon
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there may still be a backup around

charred flint
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I did a control F search but no results

atomic salmon
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Look under Saved

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Inside your project folder

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Ok let's switch to DM

charred flint
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got it back

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Ill explain in DM

atomic salmon
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k

fossil yew
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What is better, IsMoving or Is Velocity greater than 0 ?

proper vine
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Hi im new in UE4 and in this Discord Server so im a bit lost but im loking for help in 2 things in my project the first one is the stripes that im getting in my ocean plane, the second one is my texture that are stretching in the camara probably this are commun things but im a rokie xD im gone a send som prints of what im saying

atomic salmon
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@fossil yew is that a Character or what?

fossil yew
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yes

atomic salmon
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A Character has IsMovingOnGround()

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GetVelocity() from the CMC should also work

steady wharf
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@proper vine maybe try scaling or lowering your uvs

fossil yew
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yeah

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which one is better ?

atomic salmon
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IsMovingOnGround() just tells you that the character is walking/running, not necessarily that is standing still

proper vine
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i think thats not gone a work because i even have the strips on my arrows

atomic salmon
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So if you want to detect that it is actually moving, use GetVelocity()

fossil yew
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i only want it to check if its moving while on the ground so i will use IsMovingOnGround()

atomic salmon
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use a AND

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IsMovingOnGround() AND Length(GetVelocity()) > 1.0f

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1.0f means 1 cm/s

low venture
low venture
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I can make this with texture coordinates. Is there a better way?

zealous moth
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@low venture I would ask Graphics for that, it may be too advanced for simple bp

low venture
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Okay.

zealous moth
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is there an easy way to do an OR operation for branches?

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so, not the OR boolean on a branch node

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but a way to split pipes based on trying to do something

odd ember
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give me an example

zealous moth
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when i mouse over an object, it can be a skeletal mesh or a static mesh

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but those are 2 different components

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1 will always return warnings

odd ember
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ternary operator

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although not really

zealous moth
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select??

odd ember
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because you'll still have the same issue

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yeah but select only works when you have valid targets

zealous moth
odd ember
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it evaluates both targets

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the object you're highlighting should respond itself with what its components are

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not you trying to evaluate those for it

zealous moth
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true... could cast into it

odd ember
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do you have a class hierarchy?

zealous moth
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meaning? parent-child?

odd ember
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do you derive all your classes of a base class

zealous moth
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yes

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but it's fine, I will work with triggering it from the receiving object

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makes more sense

odd ember
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it's for sure cleaner

zealous moth
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for 2 of my actors, this works fine

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for a small one, there is an 8s delay

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seemingly the move to location/actor is still trying to get there and gives up after 8 sec

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it will then do as it should after 8s

odd ember
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sounds about right

zealous moth
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why though?

odd ember
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why what

zealous moth
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it doesn't delay for the others

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just stares at my switch for 8 secs

odd ember
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could be trying to calculate path, idk. try using the async task proxy to determine what is going on

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the reason it's not instant for all cases is because you're using a delegate output, courtesy of the latent (tm) node

zealous moth
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hm, what can I do with the async task proxy to see what it is currently doing?

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lots of options

odd ember
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look for enums

zealous moth
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uhhhhhhhh

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yeah not sure what is an appropriate thing to select

distant sedge
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Uncheck Lock AILogic and retry your small guy

zealous moth
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didn't fix it

odd ember
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use this node instead

zealous moth
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that node fails with the switch

charred flint
zealous moth
odd ember
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@zealous moth what switch?

zealous moth
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two of my actors work, but the switch on the wall doesn't or take extra time to get activated...

odd ember
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haaaaaave you checked if your navmesh is built correctly around the switch?

zealous moth
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looks fine to me

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the box collider is not used for the interaction

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the pawn moves to the switch and once it arrives, it then toggles it through BPI

odd ember
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check if it actually overlaps if the actor gets close enough

zealous moth
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it is not used though

odd ember
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so how do your blueprints communicate

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how does your AI know which switch to pull

zealous moth
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it just does it when the guy gets to its destination

odd ember
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that makes no sense

zealous moth
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yes it does? :x

odd ember
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how does the AI know the switch its pulling without a reference to it

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sounds like you're trying to hack your way through this

zealous moth
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My player controller checks the mouse target as an actor and passes that info to my AI to go to actor and once reached to send out a BPI message for an interaction. The interaction is set as a custom response for each recipient actor.

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so when i click on the switch, I instruct my pawn to go there and once he gets there to send out a message to that same actor for a response

odd ember
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so if the enum fails

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it's most likely the navmesh. have you tried a switch somewhere more accessible?

distant sedge
zealous moth
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it's the motherf******** ground

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god damn it

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works perfectly fine if on the ground

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how do I use that node?

distant sedge
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Pass in Actor Location, and give the extent maybe 100 in each axis. It'll get the closest point on the NavMesh to the point passed in within the extent range

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Can leave Nav and Filter empty for now

zealous moth
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perfect

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thank you

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updoot for you

viscid skiff
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I have a weird problem, currently if I look directly up or down the player movement stops while holding W

zealous moth
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is this FPS or TP?

viscid skiff
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fps

zealous moth
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@odd ember huh, never seen this before

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@odd ember if I continuous give my pawn movement commands it breaks into some sort of infinite recursion error

worthy frost
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you should never give lots of movement commands

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1: its expensive, 2 WHY?!?

zealous moth
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@worthy frost well, I am using the AI move to loc/actors as a way to control click to move and get when it reaches the destination

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but If I play for like 10 mins, after all that clicking, it breaks this

snow geyser
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what would cause an AI MoveTo to move to the correct location but still pass "on fail"

zealous moth
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still pass on fail?

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is there a way to get all the tasks and cancel them? :/

snow geyser
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oh I was asking a question not commenting on yours, I realize now that they are similar lol.

zealous moth
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I have no clue

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if the on fail is left empty

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my error defaults to "begin play"

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well in 5 mins into the game

worthy frost
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well from your picture

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you hit a infinite loop

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ie, it probably got stuck and failed to move, and you constantly keep calling Move

zealous moth
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hm, is there a way to tell it to abort that task?

worthy frost
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task finishes when it reaches its goal

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or stop movement is called.

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or it fails.

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our game use path finding for the player

zealous moth
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I am getting the feeling it doesn't stop

worthy frost
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and i have 0 issues

zealous moth
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would you be generous enough to show me your move to node?

worthy frost
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our is multiplayer and even more complex as it uses client navmesh, and local moving 😄

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ours is super complex

zealous moth
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hm...

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i wonder if it is an issue with the AI logic

worthy frost
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we just do this 😄

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but we teleport a special actor around

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and have the player move to it

zealous moth
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that's what I thought

worthy frost
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and its continuous goal tracking, so whilst player is moving, we can keep clicking but never initiate a never move to call unless the player is not moving

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newer*

zealous moth
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hm, like i said, is there a way to clear tasks? sounds like the previous task is pending but it's trying to go back but cannot due to stop movement

worthy frost
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i don't use tasks

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i use the other MoveTo stuff

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the non task ones

oblique tulip
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Is there a way to add slanted text elements in UMG without C++?

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or at all?

trim matrix
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how do i attach limbs to a socket?

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like so its stretched if the socket moves away

cobalt ferry
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Hrm

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You can use a two bone ik node with stretching enabled

trim matrix
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how do i do that?

trim matrix
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oh

distant sedge
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@oblique tulip Worked on a project where it was done with materials to slant stuff, the effect came out similar to what Borderlands 3 UI looks. This tutorial might be a good reference https://zaggoth.wordpress.com/2018/11/08/ue4-tutorial-creating-a-parabolic-curved-2d-widget-hud-like-halo-destiny/

oblique tulip
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Thanks, it’s something I’ve been very interested in for a while but it’s hard to find resources on

plush ridge
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have an interesting problem if anyone wants to take a crack at it with me:

VR game with swords, player has full control of the sword. When angular velocity is > than some amount, I want to play a "swoosh" sound (with variable volume and pitch depending on speed, but that part is easy). The sound is kicking in noticeably late, though. Makes sense at high speeds. This type of thing would usually be an anim notify or something, played a bit early to sync up with the sword swing.

What I'm trying: reduce the velocity threshold to trigger sound early, but have a very short burst of delay before checking to make sure velocity is still high enough, then playing it. Overall idea is to play it earlier to sync it up but it still feels delayed.

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Also considering playing sound a lot earlier, then interrupting it before the warm-up is over and the swoosh begins to be heard if angular velocity is not still high enough but none of these solutions feel "right"

tranquil steeple
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hey @plush ridge there is a fantastic reference to that what you want to do in RoboRecal, it is called physical audio component

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they have a component for swooshes and another one for physical impacts

plush ridge
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interesting -- is it maybe an audio source that's constantly playing and they dynamically alter volume/pitch?

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I'm spawning the sound and attaching it to the blade of the sword so it's spatialized and sounds right, it just kicks in too late

tranquil steeple
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they do some stuff with volume/pitch in the runtime

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but not so sure about the swoosh component

plush ridge
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ah yeah I figured

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I'm using preset sounds for it

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non looping

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I did try something like that once, didn't work out too well

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It was me hissing into a mic for the loop though, that might be why it came up weird

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volume and pitch changes wasn't enough to save it hahah

tranquil steeple
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they basically modify pitch/volume within a threshold

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clamp it to this threshold under extreme values

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and they even have different sound cues

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based on the intensitiy of the swoosh

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so the pitch/volume would apply over the selected sound cue based on your precomputed intensity

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works the same way for physical hits

plush ridge
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that would require a perfect and consistent loop that's altered by volume/pitch -- the ones I'm using are pre-recorded swoosh sounds with metallic sounds added etc.

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not the most ideal for VR, it's restrictive

tranquil steeple
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they don't do loops

plush ridge
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oh

tranquil steeple
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robo recall is VR

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btw

plush ridge
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yeah

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I've played, don't remember swooshes but

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definitely worth looking into

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thankyou

tranquil steeple
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they do have swooshes hehe, yeah no problem

gentle inlet
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@zealous moth Had to disable and reenable the movement of the player when the boat is being possessed

compact ginkgo
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Hi all

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could I place a blueprint function in a Plugins so it could be reused by different projects ?

odd ember
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yes to function, not sure you can create plugins with blueprints

pulsar halo
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what should i put as object to get the int value?

hollow tusk
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an instance of whatever you're trying to cast

pulsar halo
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what would that be?

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sry im new to this

hollow tusk
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cast doesn't create anything. It just tries to convert a value of some type (the grey object input pin) into some other type (Gun in this case I guess)

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you need to get the value from somewhere

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and plug it into the input pin

pulsar halo
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um... such as?

odd ember
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such as something you define

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I suggest you look through the tutorials pinned to the channel

amber grotto
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does anyone know how to do that about the video

compact ginkgo
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Can I copy function from one blueprint to another ?

odd ember
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you can but you shouldn't

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@amber grotto depends on how you want to do it. there's plenty of camera tutorials out there

compact ginkgo
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In a firstperson project, my first person character has a firstpersoncamera that allows me to change the post process settings

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I started with a blank project and added a DefaultPawn ... how could I access the post process settings from the blue print as the DefaultPawn does not have a camera ?!

odd ember
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you... add a camera component?

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if you're new why don't you use the templates

signal cosmos
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Hi there, get overlapping actors doesn't work in callable in editor events?

odd ember
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what do the docs say?

amber grotto
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@odd ember the one in the camera already did it ... I need to do the screaming animation ... I don't know how to do it ... when you see the character scream and then walk ..

compact ginkgo
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@odd ember I don't want the first person character ... just a basic scene with custom post processing

odd ember
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@amber grotto that's not something you can do in unreal, you'll need a 3d package and some animation skills

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also you're asking in the wrong channel

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@compact ginkgo you can place a camera in the world

compact ginkgo
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@odd ember but when I press Play, it is the DefaultPawn which is used so using its camera is more logic

odd ember
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so add a camera component?

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like I don't understand why you wouldn't want to use the FPS template at this point then

amber grotto
plush ridge
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How do I find "C" if C is always halfway between two directions? I need a vector output

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I tried adding forward vector + right vector together to get a forward/right diagonal vector but it doesn't seem to work

odd ember
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@amber grotto again what are you trying to do?

cyan lion
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@plush ridge You can find angle between two vectors, divide it by 2 and then rotate vector with this value ;p

plush ridge
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thanks!

cyan lion
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@trim matrix about your gif, you can make two skeletal mesh - first entire body without leg, second just leg and play same anim on both, thanks to that you can rip off leg at some point

amber grotto
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@odd ember What I am looking for is in the AI section? there are my questions thank you

trim matrix
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but what if i want arms and other legs to be ripped off, is what i was describing impossible now? @cyan lion

hollow tusk
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@plush ridge it's the sum of the two vectors divided by two

cyan lion
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@hollow tusk i knew it must be easier way to do it ;d

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@trim matrix depends, if it always same place where you are ripping off limbs, you can prepere other limbs in same way so 1 skeletal for body and 4 for limbs

trim matrix
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isnt there a node that would attach the bone to the socket

cyan lion
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maybe it is, im just telling you how i would approach your problem

plush ridge
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hmm I can't get it to work

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this is for forward/right and forward/left

hollow tusk
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🤔

plush ridge
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my line traces are weird

hollow tusk
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my vector math might fail me

trim matrix
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@cyan lion but even if i wanted to do what you said how would i do it anyway because it cant stretch from the character to the duck

plush ridge
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what's bizarre is that the right diagonal and left diagonal aren't producing the same but opposite wrong results

cyan lion
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yeah but you can attach it to duck

plush ridge
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they're wrong but different, too

trim matrix
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@cyan lion but its supposed to be tearing off the leg

cyan lion
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@plush ridge if you want just diagonal from forward vector this should work

plush ridge
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this would work regardless of orientation in world space, right?

cyan lion
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you are taking forward of your character and rotate it 45 to left and right, so if character turn, forward vector will change

hollow tusk
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ah right, average angle is different from average vector, silly me 😄

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disregard what I said earlier

plush ridge
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that worked perfectly, thank you

cyan lion
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im glad 🙂

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@trim matrix than i dont know to be honest, maybe in #animation they might know, or someone else here are more familiar with animations and blueprints

trim matrix
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alright i'll ask there

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@plush ridge atan2 might also be used

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The Vector half way between two normalized vectors is their sum, normalized.

   var halfWayVector = (Vector3.up + Vector3.right).normalized;
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if it's non unit vectors of same length then rotating it by half the difference angle would be a good way to get a point on a circle between them

olive ingot
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What is the best way to test a blueprint's performance (how much CPU it uses)?
If I just added a new blueprint to my game that does a lot of math with floats and I want to know how much CPU it drains compared to when it doesn't run.

odd ember
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profiler

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but testing it in editor makes little sense since you'll always have the editor running in the background

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test it when you have to ship it and it's underperforming

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until then it doesn't matter

twilit heath
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@cyan lion @plush ridge that works as long as actor is on a horizontal plane, otherwise you might want to do RotateAngleAxis around the actor's UpVector

charred flint
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How can we avoid that these components are always visible in all maps? For example now they are visible in the main menu and I only want them in the in game map

versed sun
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there is a "Get Current Level Name" node

charred flint
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thanks man

zealous moth
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@charred flint you should make your own game modes and each have their own controllers with the widgets needed. This way you separate the widgets and events into a more cohesive hierarchy.

charred flint
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I made my own gamemode for the main menu but they were all starting together it seems

odd ember
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ah yes, the main menu game that we all know and love

livid blaze
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is it possible to have a blueprint variable thats like C++ 'static' local variables?

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e.g. local in scope, but value preserved between calls to the function?

odd ember
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nope

livid blaze
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thats a shame, oh well

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no biggie, it just makes the list of variables in the blueprint a bit less tidy

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thanks 🙂

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is there a reason that 'for' and 'for each' in blueprint are macros, rather than native C++ from a function library?

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i can imagine thats not very efficient

signal cosmos
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Hi there, is it possible to have a deconstructor event that fires in the editor when we delete an object?

livid blaze
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yes

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do you mean in the editor window when you simulate?

signal cosmos
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Non, not when I simulate, in editing mode

odd ember
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@livid blaze if they were native you couldn't insert anything into them

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as in, custom logic

livid blaze
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hmm, well you wouldnt as they are, right?

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theyre part of the engine's built-in macro set

odd ember
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what I mean is you couldn't add anything in the body of the loop

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so they'd be useless

livid blaze
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why not?

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a custom node can have multiple exits

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possibly executed via async

odd ember
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only latent nodes can

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and they require delegates under the hood

livid blaze
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i see

odd ember
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besides

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even if it were possible

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you'd still need the body of the loop to be blueprints nodes

livid blaze
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but if i wanted to though, i could make a custom 'foreach' loop that had a specific delegate for its loop body, for a specific use... and there may or may not be a performance advantage of doing so

odd ember
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so you'd still have to pass the entire thing through the BP VM

livid blaze
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but usually, just the fact that theres a loop is a performance issue in itself 😛

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regardless of how that loop is engineered

odd ember
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loops in cpp are much much faster

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you can do stuff in cpp loops that you can't do in BP loops

true yew
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i'm more scared to run one square root in CPP than a dozen loops 😄

livid blaze
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so a custom 'foreach' bp node with a dynamic delegate, calling the delegate multiple times, would be faster? but not as fast as just putting the loop body into the C++ side too

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i really dont like the way blueprints do loops, tbh

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its usually the first thing i refactor to C++

odd ember
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it wouldn't because you are still calling BP nodes inside the of the loop body

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so the entire thing gets passed through the BP VM anyway

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if you want performance, not having BP is the best option

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second best option is nativizing

sand shore
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So I've actually made something of a custom for loop like what you're talking about

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there is absolutely no benefit to any of it, in terms of performance. the transformation you would want is batching or threading.... but doing that properly in a generic node is an engine feature that would take you way longer than just writing your critical code in c++

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and you would have to write a ton of c++

livid blaze
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is nativizing stable these days?

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i tried to nativize my code back in 4.14, nothing would run right

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you'd think it would be straightforward translation of the nodes into a simple, but not neccessarily human-readable program. nope, it makes this absolutely horrendous buggy state machine with a huge switch statement.....

sand shore
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As for it being a macro, the loop as is could very easily be a custom node but it's easier to make the macro system and then implement control flow with that.

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And as for nativized BP, it might be better now but it isn't going to be beautiful code

livid blaze
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all i care about if im going to use it is that the code does the same thing as the blueprint does

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in my experience, it didnt, and was crashy or buggy

sand shore
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That should be more the case these days

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but it probably still does that state machine thing

livid blaze
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when i mentioned it i was told to "keep my blueprints simpler"... they werent exactly complex 😛

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the thing with blueprints is, a massive page of quite ugly blueprint could be translated by hand into maybe 20 lines of C++

odd ember
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can always manually convert into cpp

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especially if it's not complex

molten badger
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https://www.youtube.com/watch?v=L5ur5kxS8Xg&list=PLhthGDljWyhJ59cmZQbzQKQU7FNlTwXib&index=2
i am recreating this camera lock on system, but it seems to have errors. i locked it over and over again i cant find anything i did diffrent. so my question is it because it was made with ue 4.16.1 or am i going blind and missing a node or so.

errors i have: pending error
i tried to set additional "Is valid" or "do once", but i cant seem to make it work.

Note: This video is part 1 of a 2 part tutorial.

Part 2: https://youtu.be/g5zod7F4vEI

This tutorial builds upon a system made in "this" tutorial
Original tutorial: https://www.youtube.com/watch?v=gaULDBoG_oE&feature=youtu.be

Timestamps

0:00 Cleanup/Start
3:32 Target Kil...

▶ Play video
sand shore
#

enums first, then structs. also apparently if you use break nodes a lot it'll be more difficult to use redirectora to fix it up

#

@livid blaze

odd ember
#

@sand shore btw you didn't have any BT experience did you?

sand shore
#

I do

odd ember
#

😮

#

I have two questions on the top of my head, plus more once I get back and start rummaging probably:

  1. can I manually stop a service?
  2. can I enforce decorators keep ticking if their condition is true rather than just execute once?
sand shore
#

Not easily

odd ember
#

classic BTs

#

always throwing curveballs

sand shore
#

you can do custom logic in your custom ones easily enough

odd ember
#

well yes

sand shore
#

eg start a looping timer

#

but yeah

odd ember
#

HMHM

#

ok yeah

#

would that decorator keep going regardless of its parent node being currently executed?

#

and why is it decorators have tick if they are not executing that tick 🤔

thorny cedar
#

can someone help me with a vehicle character? i want to move my backwheels in the opposite direction, when i drive left my back wheels shall turn right

livid blaze
#

my vehicle does that @thorny cedar but i ended up throwing out the wheeled vehicle character

#

two reasons, i wanted something procedurally driven, rather than by skeletal mesh and animation, and i wanted something that would play nice with multiplayer rather than freaking out due to physics glitches and assumptions that the physics are simulated locally

#

what you mean is a four wheel steering setup, like on a large dump truck yes?

thorny cedar
#

nor do i have i ever used a vehicle neither have i done anything with anims^^

trim matrix
#

hello, i'm writing to ask about how to set a default pawn class in a game mode from a different level/map.

livid blaze
#

@thorny cedar heres my blueprint for it, assuming all four tires are seprate meshes that are components of your vehicle actor:

hollow cape
#

world override if you want a different default pawn on a different map

thorny cedar
#

thank you but i guess i have a physic skelletal for all

livid blaze
#

steering full lock left and steering full lock right are maximum and minimum number of degrees rotation around Z for each wheel

#

and the input 'axis' is the axis from the input event

#

so for keyboard control it'll always be -1, 0, or 1, but for gamepad it'll be a more useful figure

trim matrix
#

@hollow cape i'm wondering if this is possible to override from a different level like from the main menu. I'm creating a game for an assignment and i want to get players to select a vehicle and weapons for it from the main menu before playing

thorny cedar
#

yeah thats not helping me since i only have a physics skeletton and not allowed to use meshes for the tires :/

livid blaze
#

also im preserving the X/Y rotation as i have a seperate rotation movment component on the tires to make them turn when theres throttle

hollow cape
#

You're going to want to pass that from the lobby/select menu to the next map

livid blaze
#

does your physics skeleton support movement of the rear wheels on the Z axis like that?

trim matrix
#

hm. i'll try and figure that out, hopefully soon though

livid blaze
#

my guess is, if your vehicle is a two wheel steering vehicle, the rear wheels will be locked to only allow rotation in the X/Z axis, you'd have to remove that restriction and make it work like the front ones do

#

is it the 'sedan' model from unreal's examples?

trim matrix
#

i may explain what i need a bit later

#

i'm still too far away from that state

grave nebula
#

hello, how do we achieve flat-camera? i mean standart UE camera is too convex. When i spawn a character and i look up or down, the camera is very convex.

hollow cape
#

the hell does that even mean lol

versed sun
hollow cape
#

sounds more like a field of view thing if anything

trim matrix
#

OK, quick question - how do I change the default pawn class in blueprint for a game mode? I tried doing this, but I get nothing. I must be doing something wrong because I doubt this is how it works

hollow cape
#

yeah that's not going to work that way. You'd be better off setting the default pawn class to none, and implementing some custom logic to spawn pawns based on a selection or however

crude dragon
#

hi i have a question - why does this work only when player touches the object and how do i make it if it touches anything?

trim matrix
#

do your other game objects have static mesh colliders on them?

crude dragon
#

yeah

#

basically i want it to work if it collides the level

#

itself

left pendant
#

Would it be possible for me to call a Collision Primitive from a ragdoll blueprint i have in order to make the ragdoll toggle on hit with another blueprint on different objects?

#

there's already 2 examples on the test map, but i can't seem to know how to add the collision primitive that they both contain in their blueprints

trim matrix
rose spire
#

Hey y'all! I'm trying to get it so that when current health gets below 1 then they go to the loading screen. I put a breakpoint on it and it won't hit past the branch and I can't figure out why. I keep messing with the numbers and nothing is working

spice ibex
#

Is it not going past the first branch or the second? It is possible that damage is more than current health so the first branch goes to false and nothing happens

rose spire
#

It's not going passed the second branch @spice ibex

spice ibex
#

Can you try this, connect false from the first branch to the loading node and see if it works (I know 1st branch is not the problem for you but I want to test something)

rose spire
#

kk

#

Didn't do anything

spice ibex
#

hmmm I can't think of anything else

rose spire
#

Haha, that's okay

#

I did 50 to just debug it like as the value

#

It worked once but then didn't work again

#

So it's just not constantly hitting even though I put less then or equal to

spice ibex
#

ah okay

rose spire
#

I figured it out xD To test I have it where I can just spam the health down but it doesn't hit when I do that so if I let it decrease on it's own, it works

#

fml

carmine thorn
#

@rose spire How much damage are you applying in each test?

rose spire
#

@carmine thorn 10

#

but I can spam it down which is what I was doing

carmine thorn
#

I would suggest replacing your first branch with a clamp instead. The logic won't run past 0 and your preferred result at less or equal to 1 might get skipped if it hits zero before that happens

rose spire
#

I'll try that instead (: Thank you !

carmine thorn
#

No worries

boreal jackal
#

@zealous moth Thanks 🙂

trim matrix
#

I found this which may solve my problem but I do think it's kind of "hacky" and I think if I were to use it in a professional capacity, it would cause problems later on: https://www.youtube.com/watch?v=axKnZxyNSp8

In today's episode we take a look at how we can setup a character selection screen that will allow the player to choose to use either the magic or sword based character. We cover all the blueprints required to set this screen up.

Unreal Engine 4 Beginner Tutorial Series:
http...

▶ Play video
#

i think i found an unreal engine video on it so i might have to go with it

zealous moth
#

Virtus hub is good for low level game building but not high level game building.

#

Use it to learn the engine but not to make games

trim matrix
#

:/
fortunately for now at least i only want to take game development as a hobby

zealous moth
#

Even then virtus uses primitive methods to achieve goals.

trim matrix
#

i've been messing around with c++ a little bit but i guess i just need so much more time on ue4 to be able to get "advanced" into it. been using it a few years for studies but i've been stuck on "amateur" mode during it

upbeat sinew
#

Anyone have experience with UE4's steam cloud saves?

zealous moth
#

Nope but if you get answers pls tag me @upbeat sinew

upbeat sinew
#

There's like no documentation on it explaining the process

zealous moth
#

There was a free plugin with this feature but i couldnt make it work. When i asked their discord i got banned...

upbeat sinew
zealous moth
#

Yup no documentation at all

upbeat sinew
#

Try having a look at this

#

Pluggin is 1$

zealous moth
#

Oooo i will

#

Ty

upbeat sinew
#

Still really unsure if it works tho

zealous moth
#

I will check it out after work

trim matrix
#

i may have to learn c++ though if i want to "professionally" get with ue4 but this is a little off topic

fathom portal
#

@trim matrix plenty of people professionally use unreal engine but don't use cpp

trim matrix
#

i've once seen a game that was free to play on steam that seemed to make use of only the most basic assets in ue4. it was some puzzle shooter

#

i assume it could have been made using blueprints only

#

i just tend to think blueprints are "too good to be true", but i think they're useful in the minority of cases where c++ would be troublesome IMO

sand shore
#

I'd say you should have c++ in your wheelhouse if possible but don't be too dismayed if it never clicks for you.

#

In the general case you can use BP well in a way that minimizes the issues youd otherwise have

trim matrix
#

i've had to ditch c++ when i originally sought to use it in one of my assignments, but alas, i'm not so confident with cpp and ue4

wanton ore
#

What node do I use if I want to multiply some value by -1 only if some boolean I have is True?

distant sedge
#

Select node

trim matrix
#

Is there any event that gets called when something is printed to log, or perhaps a way to get log buffer? I want to show the log using my own widget.

(I'm aware I can create custom functions for logging, but then I won't get stuff that UE4 itself outputs. Aka when loading levels, or loading INIs.)

wanton ore
#

@distant sedge thank you

#

Is there a float in between node? Or I use 2 nodes for that?

trim matrix
#

You can use lerp, if it's not overkill.

atomic salmon
trim matrix
#

Thanks!

wanton ore
#

@distant sedge yeahyy

#

👍

charred flint
#

I am trying to close 1 UMG Widget and open anothere one one click but this obviously dont work. It shows me a black blank screen, what am I doing wrong?

atomic salmon
#

@charred flint You need to AddToViewport your second widget, setting a variable (no nothing) won't do much...

charred flint
#

Got it to work already before reading this 😄 😄

#

Im learning thee logics

#

This did it for me

upbeat sinew
#

If you want refernce to that UI, set a variable for it just in case

charred flint
#

hmm not sure yet how to achieve that part with my logic knowledge ^^

#

mind to share a good way with me how you would do it?

upbeat sinew
#

Right click the blue node and select the option Promote to Variable then plug that node in after the add to viewport

jolly cedar
#

Anybody know if it's possible to make an abstract base actor class in pure-blueprints, or do I have to do c++

charred flint
#

thanks JAcwab ill take a look into it

upbeat sinew
#

Anybody know if it's possible to make an abstract base actor class in pure-blueprints, or do I have to do c++
@jolly cedar Could you use a parent actor class instead?

jolly cedar
#

Not really, but I want to have a base class I can filter these objects by

atomic salmon
#

Under Class Settings --> Class Options --> Advanced

jolly cedar
#

Fantastic, thanks 👍

snow geyser
#

googles abstract classes

kindred pond
#

Does anybody know how to display a sprite only in one Scene Capture Component 2D ?

boreal jackal
#

Anyone: What type of class would you use to have secondary movement ?

zealous moth
#

@boreal jackal class? you can setup all movements in your controller and from there set up an enum to dictate what you want when

boreal jackal
#

@zealous moth ok thx let me try it out 🙂

hoary orchid
upbeat sinew
#

Get Float Percent?

hoary orchid
#

I mean it's doesn't look like variable or function

#

so I am kinda confused

upbeat sinew
#

Its created when you searched for percent while pulling off the health bar refernce

stuck burrow
#

Hey guys... Can please anyone help me? I've spent 2 hours on this and I'm starting to get crazy.
This is my movement part of the blueprint: https://blueprintue.com/blueprint/y77-gcwc/

If i click once (calling the movement), everything is fine. But if I click twice in a fast succession, the game crashes with Infinite script recursion (250 calls) detected .

By guessing I have managed to pinpoint it to the point where the "Set Actor Location" node is causing the issue. If I unattach it from the workflow, everything works. Once I plug it back in - it crashes with the infinite loop.

ANy ideas? AM I missing something obvious?

hoary orchid
#

@upbeat sinew tried that but that's not the same

hardy merlin
#

How can I find the bottom edge of a given actor? Using an arbitrary primitive component.

#

I need to be able to place an object so the bottom of its mesh is contacting the floor.

#

But the center of the actor may not be the bottom of the mesh

zealous moth
#

@stuck burrow terrible make move bp

#

@stuck burrow use AI controllers and the "AI Move to" node

#

@hardy merlin parent it to an empty point, place point wherever?

stuck burrow
#

@stuck burrow use AI controllers and the "AI Move to" node
@zealous moth I am using a generated terrain and would love to abstain from using any physics/collision. Would the AI Move to still work?

zealous moth
#

as long as you have a navmesh, the ai will work just fine. I had the same issue as you with another node and the AI move to location or AI move to actor nodes were the most stable ones

#

I couldn't track down the source of the recursion but it looked to me like too many tasks

#

@boreal jackal come on man, the suspense is killing me

stuck burrow
#

The interesting fact is that I haven't encountered any problems with the set actor location in the past... And this method as well.
Right now I'm mostly wondering why the loop appears, not so much as to how to fix it...

zealous moth
#

I wish I could tell you, I had the same exact problem and if you remove your outputs it will default to the begin play event

boreal jackal
#

No luck @zealous moth I want to have my basic movement then on (E key) Use secondary movement while disabling the first and switching back like switching from A/B which i used a flip flop for but as the secondary i would like a boost function but A movement can still use the boost so i need a way to separate the two like a child class for "child movement"

zealous moth
#

like I said though, the two other nodes did not return that error

#

what you can go @boreal jackal is either through enum or boolean (avoid flip flops for now), set 1 input into 2 branches with the condition set. If A is true, do primary mode movement; if false, do secondary mode movement

thorny cedar
#

i have some questions regarding phys skeleton

boreal jackal
#

ok I go try that thx @zealous moth

zealous moth
#

wanna show me what you got? @boreal jackal I can doodle on it

thorny cedar
#

at the moment my vehicle just stucks in the air, when i put it in the level

#

after attaching some collions in my physics skeletton it falls down and breaks

zealous moth
#

I wish I knew anything aboout vehicles

thorny cedar
#

are these collisions the only why to have such behaviour
mass and velocity?

#

just started today with car movement

boreal jackal
#

@zealous moth I am using the third person template and on E pressed im having the capsule size & mesh change to another (while getting a different secondary movement setup after the two changes)

#

would i just create a new function and do my bp movement in there

#

cos i only need 2 the default one and the new (secondary one)

#

If only there was a character movement 2 in the Add component menu 🙂

lavish anchor
#

I can't seem to see the value of any of these arrays, is there some way to inspect things i'm missing? (filter dropdown shows only 1 instance and its selected)

lavish anchor
#

only way to see the values while debugging seems to be to set the value to a variable :/

trim matrix
#

Ya, I don't know

charred flint
#

Level map is correct but it doesnt open the map, any logical ideas why?

atomic salmon
#

@charred flint are you removing all widgets from inside a widget? that is going to destroy them all including the current widget so, very likely, your Open level will never be called

cloud temple
#

Hi guys just wondering which lerp node do I need to use to animate a water material?

#

nvm sorted

swift warren
#

i have a question but i honestly cant think of a way to word it

#

so im making a game where you have mirrors that you can walk through

#

and they are portals

#

but they look like mirrors

#

if that makes sense

#

and basically i need velocity to carry through them

#

but i cant figure out how

#

i got it working when the player walks through it

#

but not when they get launched through it

#

because the launch is backwards

#

it would prob be easier to screenshare what i have going on if anyone is curious

charred flint
#

@charred flint are you removing all widgets from inside a widget? that is going to destroy them all including the current widget so, very likely, your Open level will never be called
@atomic salmon Hmmm I think I am yes, how would you advise to do it ?

atomic salmon
#

@charred flint yes it does

#

check that it works properly

charred flint
#

but it still doesnt go to the level or atleast not disables the menu

atomic salmon
#

Is your level name right?

#

Also check the log for hints on what could be wrong

charred flint
#

the level name should be right yes, logs are empty

#

100% certain the level name is right

atomic salmon
#

Use Print String to check that the click event is firing

charred flint
#

Ok I was wrong it opens it but its like a huge delay of 30 sec and another widget is still blocking the view

#

I guess adding a loading bar there wouldnt hurt

atomic salmon
#

Large levels may take some time to load

#

Eventually you can consider using Level Streaming

charred flint
#

level streaming is via world composition right?

I understand that it has a required loading time. Is it a good idea to add a visual loading bar during that waiting period of opening a map?

#

Im quite sure the level is open cus I hear bullet shooting when I left click and that is only in the pig shooting map

atomic salmon
#

It's always a good idea to let your players know the level is loading

#

So this widget is covering the level?

#

Check your Level Blueprint to make sure it is not loaded from it

charred flint
#

yes I agree with you, will soon try to find the practice of making players aware of that

atomic salmon
#

When you Open a Level, the Level Blueprint for that level is executed

charred flint
#

im 100% sure the level blueprint is not causing it

atomic salmon
#

yes, this one doesn't spawn it

#

so where is that menu spawned?

charred flint
#

I like to think this is the trouble causer

atomic salmon
#

as far as I remember the HUD class is spawned automatically and added to the viewport

charred flint
#

This hud class is one I made myself

atomic salmon
#

need to double check with the docs, but in that way you will get it on each level that uses that GameMode

charred flint
#

but the gamemod is in world overview and isnt that in all levels automatic? Atleast I think I didnt manage to take it out 1 and keep it in the other map specifically for the menu

atomic salmon
#

You don't want that, so remove it from the GameMode and spawn it from the Level Blueprint of your menu map (first one). In that way it won't be on the second map (the one with the game).

charred flint
#

ah oke

#

the tutorial had it done different indeed 😛 Which when I made it felt wrong already, thanks for clarifying

#

do I spawn the mainmenu hud inside the menu level blueprint map or do I just take the blueprint from th hud and dont need the hud at all?

atomic salmon
#

You don't need the HUD

#

You can work directly with the widget for the menu

charred flint
#

good idea then! Thanks

#

oke it does what it needs to do. I do hope a final production works / runs smoother then a play in simulator lol

ripe drift
#

Hi All... hoping somebody can shed some light on an issue I have.

I have a multiplayer vehicle project and have just implemented a "Speedometer" for some reason this is replicated and showing on all clients, both the visual Widget and the values of speed/rpm etc.

I've tried to track down where this is being replicated but struggling, any ideas? the BP itself is setup on the "VehicleBP"

atomic salmon
#

@charred flint once it is packaged it will generally be faster

charred flint
#

thats nice to know, got to love Unreal Engine and its community

atomic salmon
#

@ripe drift sorry not sure I understand. You want it only for one client or what?

charred flint
#

Will study to learn about a loading bar now so that a player doesnt get the feeling hes waiting on a crash

ripe drift
#

@atomic salmon - Yes, so if both players are using "VehicleA" they both see their own speedometer and values, currently the needle what shows the speed, is displaying on all clients which is very strange

atomic salmon
#

@ripe drift So the needle appears twice on each client?

ripe drift
#

yeh wierd... so in theory the speedo/needles show correctly on both vehicles but they also see the other players needle lol - can you imagine it with 8 players 🙂 or more

#

great to compare speeds but not practical 🙂

atomic salmon
#

@ripe drift Ok now I understand the issue

#

You may want to ask this question in #multiplayer as it seems specific to it. Strange though because UMG elements should not be replicating like that across players.

#

How did you implement the needle?

ripe drift
#

Its a speedometer on the marketplace, having spoken with the developer he was also under the impression this should replicate as there are no replicated functions in the BP's

atomic salmon
#

you mean "should not replicate"

ripe drift
#

correct sorry typo

atomic salmon
#

So this speedometer is not made with widgets

atomic salmon
#

Is it possible that the widget is actually part of an actor which is then being replicated?

ripe drift
#

possibly but not sure in all honesty, just trying to setup a default basic speedo in the same vehicleBP to see if this replicates, if it doesnt I guess it must be something in the bp itself for the speedometer im using

atomic salmon
#

widget themselves do not replicate, so there must be an actor owning the widget which does replicate. That is my best guess.

ripe drift
#

Thanks for your input, I'll go trawling to see what I can find

ocean radish
#

this local multiplayer?

atomic salmon
#

try to find out how the needle is handled. Probably it happens there.

ripe drift
#

@ocean radish tested on LAN yes

#

both in PIE and 2 separate computers

ocean radish
#

nah i mean local as in split screen, could of explained it 😄

shadow pike
#

Hi, i have super stupid question - should i avoid characters like "- +" in variables in blueprints, ex. should i use "NegativeX" instead of "-X"?

ocean radish
#

however the needle is draw/spawned seems to be at fault as you have 2, otherwise if it was just updating one it would just be jittering around

ripe drift
#

*Noted Thanks!

ocean radish
#

@shadow pike never had and issues with them

loud cipher
#

It looks correct

ripe drift
#

@atomic salmon @ocean radish - Just added a default Speedometeer widget and this displays correctly without replication - So... I guess that the faulty speedometer is definitely the issue, I will go looking at potential issues - Thank you both for your thoughts and suggestions

atomic salmon
#

@loud cipher the problem is not there. It is in the code that it is trying to use that variable before it is actually assigned

#

You should check with a IsValid or do a validated get before trying to use it

boreal jackal
#

Is it possible to have a basic script (BPclass) that defines the active movement. Or via other script on a key input such as E?

loud cipher
#

I tried but i still got the same error

charred flint
#

My scene outliner is gone, I only have a empty world outliner..

atomic salmon
#

@shadow pike it's good practice not to use those symbols in your variable names

#

even though UE4 may allow it. It makes your code difficult to read and it may break in the conversion to C++ (e.g. if you nativize your Blueprints)

fathom cobalt
#

When I get the forward vector for thius line thing, I start from the caspule and end with it's forward vector, but for some reason, it seems as though there's some kind of delay in the line trace thing and it refuses to properly align with the capsule which seems to look dead on at me

atomic salmon
#

@loud cipher you have to check that ALSRef is valid before using it in that code

loud cipher
#

Oh

#

do i do it in bp right?

#

or where would i do it

atomic salmon
#

either use IsValid or right click on ALSRef and select Validated Get

#

In your second screenshot

#

the error is about UIMenu

#

so the problem is there

#

probably it tries to use it before it is actually initialized

#

hence the error

loud cipher
#

Yees, thank you3

atomic salmon
#

@fathom cobalt your End needs to be Start + ForwardVector * distance

#

in the LineTrace

naive patrol
#

guys blueprint nativization will be update next time? mean bug fixs and core updates.

atomic salmon
#

@naive patrol next time means 4.25?

#

I don't think I saw it mentioned in the preliminary Release Notes

#

Usually it works pretty well, except with Child Actors

naive patrol
#

idk. as far as i saw it's abandoned

fathom cobalt
#

That's much better. Thank you @atomic salmon

naive patrol
#

still gives enum error when you nativizing project

#

and some crashes C++ project

atomic salmon
#

@naive patrol Strange but possible

naive patrol
#

Hope they will look at about nativization

#

have good performance gains

atomic salmon
#

yeah, very close to native C++

#

little overhead but close

zealous moth
#

@boreal jackal ah I see, but to change it to another for what purpose? shapeshifting? also, remove the flip flop, useless in this case

lavish anchor
#

@fathom cobalt how are your blueprint lines straight angles, mine are all curvy! is that a plugin?

atomic salmon
#

Or just the editor settings

#

Mmm... I still prefer the curved ones.

#

@lavish anchor

lavish anchor
#

wow! i love it! thanks

trim matrix
#

I'm wondering something. In Blueprints, is there a way that I can select every object in a select node that isn't the selected object?

#

What I want to try and attempt is to change the text color for different categories in my settings menu based on what's selected and what's not.

fathom cobalt
#

@lavish anchor I think so maybe? I'm using a source control project though so I'll have to ask the team

loud cipher
#

@trim matrix how did you get your nodes to look like that

#

?

static charm
#

it's a paid plugin linked a few posts above

loud cipher
#

Oh

#

thx

static charm
#

MrHande, you can accomplish what you want with an array and a For Each Loop

trim matrix
#

Alright.

fathom cobalt
#

@loud cipher @lavish anchor Look up "Electronic Nodes" in the UE4 store

trim matrix
#

@static charm What do you think that would look like. Do I just need to drag the number of widgets integer onto the make array, or how would I add all of the values onto that?

static charm
#

yeah that would work

trim matrix
static charm
#

negative

trim matrix
#

I figured it didnt look right

static charm
#

more like with the select u had above

#

but make array instead of select

#

ill post an example too then you can play with it

trim matrix
#

Alright

static charm
#

so this will set color for the stuff that isn't the selected index

trim matrix
#

Thanks

static charm
#

if you're not familiar with Loops, just keep in mind that loops execute the code between frames/ticks

#

so it can lead to performance issues

#

when looping heavy code

#

or running the loop a lot

trim matrix
#

Would I put the selected color under the true part?

boreal jackal
#

@zealous moth Thanks 🙂

static charm
#

i thought you want whatever is not selected to change color

trim matrix
#

Well, I wanted to change it based on the widget that is focused

#

the non selected ones would be normal, while the one that is would have a selected color

static charm
#

then yes, the true branch would be for selected item color

#

false would be for setting color of all the non-selected items

trim matrix
#

What would I do regarding the array element though?

static charm
#

that can connect to both Set colors

trim matrix
#

Ah

#

Thanks, dude.

#

Figured it out.

#

I appreciate the help.

static charm
#

keep in mind that the Loops index will be the order in which you added the items to the array

trim matrix
#

Yeah.

loud cipher
#

how do i get a line trace to go through myself?

#

my character?

#

Make an array with your character bp

paper lance
#

how would i get the pitch of my character to replicate? the aimsource component has the camera and gun model attached to it, and the control rotation pitch is applied to that component, but i cant get it to replicate in multiplayer

faint pasture
#

Drive it by the control Rotation

#

Have one centeal source of state that you derive everything else from. The minimum set of state.

#

@paper lance input events only run on client. Do the setting of pitch on tick.

paper lance
#

ah brilliant, that works, ty so much

faint pasture
#

@paper lance You got lucky that ControlRotation is already replicated for you. If it was a custom variable like AimPoint or AnalogTrigger youd need to send it to server yourself.

paper lance
#

gotcha, yeah i knew there was some replication going on behind the scenes with control rotation, just didnt quite understand what. thanks for the help.

winter kettle
#

i have a static mesh attached to a character components and Im trying to attach particles to it but it doesnt work, It works when attaching to the skeletal mesh but not with the added static mesh

charred flint
#

Trying to make a scroll bar functional but it seems that when I run in the simulator that on scroll attempt the entire thing becomes stuck till exiting it. Anyone knows if this is normal or whether im having other issues?

#

I guess I got it working but on clicking the UI the mouse seems to dissapear ( I was able to operate it with my touchscreen

charred flint
#

In my belief on clicking the back button it should set the variable I marked back to visible but thats not happening.. Anything I am doing wrong particulary?

zealous moth
#

anyone know how to check if a text variable is null?

trim matrix
#

how can I allow a character to jump only when he is in ground? I have a problem with double jump, that when I do double jump its very fine. just ok. But problem is that when I fall from edge and press 2 times jump in the air I do a double jump and i dont want that.

worthy frost
#

@zealous moth pull of MyText and type Empty

#

there is a nice function there

zealous moth
#

nice!

#

ty

charred flint
#

@worthy frost do u know the sol to issue by any chance

worthy frost
#

@charred flint not without more context

charred flint
#

In my belief on clicking the back button it should set the variable I marked back to visible but thats not happening.. Anything I am doing wrong particulary?
@charred flint

Basically I have made a variable in my HUD that disables on click of a button and hides a menu piece but in this particular screenshot im trying to spawn that menu item (Variable) back again

bronze leaf
#

Any BP gurus? Im in need of assistance merging the VRguntoolkit into the standard VR template, as well as integrate the full functionality, assets are migrated and ready to compose and compile. Have some Paypal $$ ready for anyone that assist and educate me remotely quickly and efficently. I cannot post in the LFT section so please forgive if this is the wrong category.

graceful radish
#

Hello, i 'm new for unreal engine, Currently i'm working on a fighting game so is a beginning stage and using blueprint for prototype now. i have a question about character facing direction, could i know how can i do 1st player facing to 2nd player? in unity i did a raycast to detect character direction but in unreal i'm not really famous on it , many thanks

worthy pendant
#

Is there a way to get a reference to a texture sample within a material in bp?

wanton ore
#

How could I convert "Get velocity" from world space to localSpace (relative to player orientation)?

true valve
#

If I only have the name of a static mesh, is there anyway to set a static mesh in blueprint?

atomic salmon
#

@wanton ore dot product with the actor Forward, Right, Up vectors

#

Or use Transform Direction with the inverse of the actor transform

#

There is also an Inverse Transform Direction node which does it for you. Same principle.

#

@graceful radish FindLookAtRotation will calculate for you the rotation you have to give to one actor to look at the other one, then simply apply that rotation on Tick

wanton ore
#

@atomic salmon what do i plugin into Transform of Inverse Transform Direction node?

#

nm

#

works like a charm, tnx

#

@atomic salmon I can't find a node that could seperate x,y,z from vector

#

Break vector

#

Bingo

fathom portal
#

Or yeah, a break vector node

graceful radish
#

@graceful radish FindLookAtRotation will calculate for you the rotation you have to give to one actor to look at the other one, then simply apply that rotation on Tick
@atomic salmon Thanks for that, may i ask another quick question about control, do you think i need to create a bool variable to flip the control (some think like fire ball command input) or have another way to make it happen?

atomic salmon
#

@graceful radish yes you need a branch with a boolean or a select on the boolean to multiply the axis input by 1.0 or -1.0 if you want to flip the control

graceful radish
#

@graceful radish yes you need a branch with a boolean or a select on the boolean to multiply the axis input by 1.0 or -1.0 if you want to flip the control
@atomic salmon let me try if that's work for me. 😄

ember wharf
#

maybe someone can help me out here i still have autosave files from a project that corrupted a couple weeks ago i wanna look at those blueprints that im assuming are unharmed. is there a way i can just put them in an empty project?

sick sapphire
#

how do I draw a line / do a line effect from one point to another? I want to use it as a simple bullet tracer effect for my simplistic game

untold fossil
#

I have a question. If a child actor is set to hidden in game and it's tick is disabled, does it still have a cost for the parent actor to update the child's transform when the actor is moved?

tight schooner
#

I don't have a hard answer but I suspect it would cost something. Collision objects still affect the world even if they're hidden. Logic still executes. Some other actor could potentially reference it and Get Transform. So I would guess it's still updating stuff but skipping the drawing part.

#

@sick sapphire for debug purposes you can draw several varieties of debug shapes with "Draw debug" BP nodes. Graphically... You could use a spline mesh component, or a particle ribbon emitter... probably a bunch of ways to go about it.

sick sapphire
#

@tight schooner thanks

bleak vector
#

🎶 🍅

charred flint
vapid owl
#

@charred flint That looks like it should be working, so I'm going to assume that the issue probably is how you are hiding the widget. Are you removing it from the parent or are you just setting the visibility to hidden?

charred flint
#

Hi Tate, basically im using the exact same strategy to hide it

vapid owl
#

Is the button a child of either or the two things you are removing from the parent?

charred flint
#

the Rune Chain Main Nav Var is visiblee on default, will hide on clicking another button and should come back when this back button is clicked

#

the button is nestled as a second button in a horizontal box and in front of that is a scale box and size box on top of it and that sizebox is a var

vapid owl
#

Okay, so the problem is that you are removing the widget Chain Main Nav from the parent which is going to remove the button from the screen. So setting the visibility isn't going to bring it back. Can you just set the visibility instead of removing it from parent?

charred flint
#

ahhh

#

so instead of using the remove it ill make a set visibility to hidden instead

#

that makes like 1000% sence man ^^ Thanks

#

why I didnt think of it though ... -.-

vapid owl
#

Yep, glad I could help. 🙂

#

It's almost always a simple problem that just needs a second pair of eyes

charred flint
#

awesome

#

this works like a charm ^^

#

It's almost always a simple problem that just needs a second pair of eyes
@vapid owl To be honest that is what is making this engine so unreal and amazing because at first I didnt though it would be appreciated but im amazed of how helpfull people are here vice versa towards each other! Anyway im 2 steps closer to building a solid UI ^^ Thanks alot

#

If I could ask one more question though. I made this horizontal scroll bar box with inside some images. Basically the scrollbar works well but when I try to operate it it deletes the mouse cursor in the game session and it doesnt come back until I close the entire play simulation untill I reopen a new play simulation session.

Is this another common thing (I couldnt find something about it on Google so far) but the scrolllbar seems to be working and with my touchscreen I could operate it for hours, just the mouse cursor disappears

#

its like its setting mouse cursor to hidden.. 😛

ancient heath
#

I have two bluprints. One is my character and the other is an enemy. Can I somehow make them both take keyboard input? Currently I can only control my character. I'm wondering why this doesn't work (K key event isn't firing) on enemy BP

#

or do I have to go through this with level blueprint?

atomic salmon
charred flint
#

Do I have to put this inside the scrollbox since the mouse is always visible unless im trying to operate the scrollbox or do we put this in our level blueprint?

atomic salmon
#

@charred flint mouse is visible in the editor until the game window captures it and hides it

charred flint
#

btw everyone, unrelated; Tonight my wife and me go to the hospital to bring our first child to the world ^^

#

ahhhh

atomic salmon
#

With that code you show / hide it on a need basis

charred flint
#

thanks for explaining that

atomic salmon
#

Oh congratulations!!!

charred flint
#

I had thougt about that remember games use to do that in the past

atomic salmon
#

🤞

zealous moth
#

@ancient heath it is very berry bad habit to put your controls on the pawn. You should put them on a controller that then messages your pawn to do whatever. This allows for more control and less confusion.

charred flint
#

Oh congratulations!!!
@atomic salmon Thanks alot! I know its unrelated but I felt sharing it here is appropiate 😎

zealous moth
#

Level loads a game mode and the game mode loads a controller. Use that controller.

charred flint
#

@atomic salmon I have added this to the blueprint of the level but the mouse still hides

#

I tried connecting the execution pin as I learned but still hiding

vapid owl
#

Set show mouse cursor should be true

zealous moth
#

@charred flint it is set to false

#

Set to true

charred flint
#

-.- omg

ancient heath
#

@zealous moth not sure where to look for what you described. Usually I just set my input up in project settings and go from there

charred flint
#

works like a charm now

#

Learned so much in just 4 days its amazing!

zealous moth
#

@ancient heath in your project settings you set up your control scheme; in your level settings, you set up what game mode it will run with by default (you can change this later if needed). That Game mode then dictates what controller is used. The controller in question should be set up with your controls.

#

I can show you quickly

ancient heath
#

please do

charred flint
#

Im trying to make a save/load system and trying to follow this part but when I set the variable to either string (pink) or name (purple) I dont get a blue target connector but a red one

left pendant
#

Hey there! can my other actors have the same physical animations as my character? like ragdoll physics and all collisions?

zealous moth
#

@charred flint you changed the player one and the connection is cached, remove the old one and put it back in again in the appropriate color

#

@charred flint a name, text and string are not the same things

charred flint
#

I am not sure which one I needed as the tutorial didnt gave it a name so I was trying to follow the color... 😛

#

oke I did what u said and deleted the var and dragged it in from my existing varibles now it has a purple connector only but no target

zealous moth
#

show?

charred flint
#

this is what I have now but the variable for PlayerOne is def wrong this way

zealous moth
#

😐 what are you trying to do ???

burnt abyss
#

Is there some sort of limit on the amount of teleport locations you can have or something? cause i have one teleport with a destination that works fine, but if i try and have another teleport it doesnt work. it only works when i use the same location as the first teleport. here's an image: this one works fine

#

the only thing that was changed was the coordinate

zealous moth
#

your target makes no sense

charred flint
#

mine or his?

zealous moth
#

his

#

your save method makes no sense 😛

burnt abyss
#

it works on the first one tho

#

so im confused

charred flint
#

he should set the target to his character instead right?

zealous moth
#

yup

#

actor

#

not controller

#

putting baby to sleep, brb

charred flint
#

my save method doesnt make sense yet as its the first part of the tutorial and as usual im stuck on a variable thing... 😛 and I read all about it I understand how to work with floats and stuff but this one I dont get the target option to display

#

goodluck man! Starting tomorrow im on that boat to

burnt abyss
#

im not sure what the problem with mine is

#

you say its the target but it works fine on the first teleport just not the second

#

so idk

charred flint
#

can u show more of the blueprint(s) comrade?

burnt abyss
#

what parts of it\

#

like the other teleport?

charred flint
burnt abyss
#

that actor is basically just used for the coordinate for the teleport

#

so instead of getting the location and putting it in manually into teleport i just have it teleport to the actor

charred flint
#

does it know the character? someone recently thougt me you need to cast to the character to make that interaction

#

not sure if this is on track for this but oke

burnt abyss
#

ive also tried just putting the coordinates manually and that didnt work either

zealous moth
#

@charred flint for save data, you have to create a save file with a name; in it you can create blank variables.
when you save or load, you look for that save file name and a slot in it and you cast from that to get vars.

charred flint
#

I have 2 save game vars but those are not what you mean I guess right

zealous moth
#

@charred flint that set you have is local, not in your save game file

charred flint
#

hmm I dont think I have a Save Game File yet then

zealous moth
#

i can show you later, i am doing taxes

charred flint
#

Sounds important to focus there first! Ill try a youtube meanwhile and familiarise myself a bit more on it ^^ Goodluck with taxes/putting your baby to sleep and helping others here... 😛

burnt abyss
#

So what should i do

zealous moth
#

@burnt abyss debug using print string to see what is happening

burnt abyss
#

i did

zealous moth
#

see what your character is, its coords, etc

burnt abyss
#

oh like that

zealous moth
#

yeah debug all

#

get all your info

uneven jolt
#

Does anyone have some tips for getting started with blueprints? How would i know what nodes should be put together to make certain things?

burnt abyss
#

wym see what you character is

#

i can get its coords

shadow fox
#

Can anyone point me in the direction of how to solve this mystery lol. I cannot find even like parts from other videos to put togather as one...so I have a disk that spawns....I want to be able to either 1 ...target team and throw it to one of them...or just skill shot shoot it...but anways the jist would be to walk on it loot it to my hand turn throw it to someone and ya that

vital prism
#

@uneven jolt Check out the "learn" tab in unreal engine, youtube tutorials, other tutorials, etc

zealous moth
#

@vital prism terrible advice 😛

#

@uneven jolt check online tutorialas to learn the engine and once you get a feel for it, make an arcade game like flappy bird

#

@burnt abyss put a bunch of print strings everywhere and get the info for everything, the player character name, its coordinates, etc and see if it follows your bp logic

#

@uneven jolt also, google is your friend, unreal is a 10 year old engine, your question was probably asked before

burnt abyss
zealous moth
#

@burnt abyss do it several times, is it the same values?

#

E E E

uneven jolt
#

I've been watching quite a few tutorials, but what i'm really curious about is, how would i know what blueprint nodes work together to make a specific thing? Would i just have to keep trying to see what works?

burnt abyss
#

it is when i stop moving

#

unless you wanted the coordinates for the teleport location

#

that's probably what you wanted isn't it

#

@zealous moth did you want the player coordinates or the teleport coordinates

#

or both

charred flint
#

what is the best place to make a savegame blueprint so that its always in our entire game no matter what map?

#

im following a tutorial but they allow u to decide where u wanna put it and I want it to be around at all times ... 😛

#

like do u put it in the character as best place or is there a better way to have it at each and every map such as mainmenu aswell

loud cipher
charred flint
#

@zealous moth I managed to make a savesystem for amounts of mouseclick and on new simulation session its still counting ^^

#

thanks for the help!

sinful ibex
#

i got a weird bug in my game where after a level reset (not always but like once every 10+ resets) instead of connecting to my desired camera, the game connects to the default editor camera and the bug fixes itself every time i reset the level again

shadow fox
#

damn

sinful ibex
#

i dunno if this helps out in any way but this is how i connect to the camera i want every time i reset the level

#

any idea on what might be causing this or if not, how to pinpoint the source of the bug would be very helpfull

odd ember
#

@sinful ibex your output is not deterministic

sinful ibex
#

sry, im not rly sure what that means

odd ember
#

due to the way that the engine instantiates a level you cannot be certain that a given actor has been spawned before you are trying to run a function on it

sinful ibex
#

ooooh

#

yea, that was one of my worries when makin this whole thing

odd ember
#

there's an easy hacky fix, and a more elaborate "correct" fix that will make your code more robust

sinful ibex
#

hmm

#

mind sharing those fixes with me

#

?

odd ember
#

the easy fix is putting a delay node at begin play

#

before executing anything else

lavish anchor
#

is there a way to have two different wildcard types in the same macro?

odd ember
#

the more elaborate fix is to have your actor be responsible for their own actions

lavish anchor
#

tried to make a map iterator macro and both the output key and value are of key type 😦

odd ember
#

take a look at the blueprint communications link in the pinned messages

sinful ibex
#

ok, thanks

#

btw, would an isValid node be able to detect if the actor is spawned or not?

odd ember
#

yes

#

the caveat is though that it won't spawn your actor for you

#

so it's not really useful for you since you can only get to know whether or not your actor is there at the time of execution

sinful ibex
#

so if i made a while loop before asigning a camera, where i check if the camera is spawned, would that also delay it till the actor spawns?

odd ember
#

no

#

and it'd be an even hackier solution than the delay

#

the only correct way of doing it is to let the camera actor itself seek out its target when it spawns

#

but you still have the possibility of nondeterminism here

#

since it would depend on whether the other actor that your camera should look at is also spawned

sinful ibex
#

hmm

odd ember
#

the best choice would be to make the camera part of the actor

#

in that way responsibility is preserved within the actor unit

sinful ibex
#

ok, ill try it out and see how it goes

#

thanks again

ancient heath
#

can I somehow set collision preset for a component of my actor

#

via blueprints?

#

specifically: turn blocking on/off

charred flint
#

Anyone know how we can make hover effects really fast? on default they have atleast a 1 or 2 sec delay and its annoying

spark robin
#

Whats the wildcard for an animation bp?

#

(Please ping on reply ❤️ )

odd ember
#

@spark robin what do you mean?

spark robin
odd ember
#

cool

#

as a general rule when you cast you should know which class you are casting to, since you know which class you want to operate on

#

it'll almost always be a class that you've made yourself

spark robin
#

Yeah well it is

#

But its not that easy to find Get Anim Instance among all the nodes when you search for get anim lol

odd ember
#

I didn't get why they called it anim instance initially either

spark robin
#

(I just haven't casted to an animation blueprint before)

odd ember
#

but it's because it's not necessarily an animationBP tied to it

#

could be a montage instead, for instance

bleak sable
odd ember
#

@bleak sable switch your animation state on ledge grab

bleak sable
#

how do I do that?

spark robin
#

Cranz (or anyone else), about montages, when calling one inside of my character blueprint, it seems that the hitboxes stay right where they are/where they would be if the montage wasnt playing

Do you know why?

bleak sable
#

@odd ember Nvm I just remembered something, thank you.

spark robin
#

People recommend using montages for ability animations and stuff, but then the hitboxes will have to move along with the character for that to work really (Since Im making a PvP game)

#

(Please ping on reply ❤️ )

odd ember
#

are you using montages through the animBP?

#

actually not that it matters

spark robin
#

Nope, I havent tried that yet

#

Just the main bp of the actor

odd ember
#

@spark robin hitboxes have to be manually updated unless you parent them to something like a socket

#

in which case they follow the socket around as it moves

#

most collisions in most games are completely faked

#

and approximate

spark robin
#

Oh okay wait, so the hitboxes doesnt actually move with my character with any animations?

odd ember
#

no sir

spark robin
#

(Including the ones activated through the Anim graph)?

#

damn

odd ember
#

it's all manual setup basically

spark robin
#

Well ugh, how do I socket em? xD

#

I guess I Should just google it

odd ember
#

unless there is root motion enabled, but even so it would be spotty unless it's something where the entire character actor moves some place

#

I don't recommend using root motion generally, it's much more malleable to adjust things by code instead of by animation

spark robin
#

Btw, Im using collisionoverlap for my projectiles

odd ember
#

... unless you are an animator

spark robin
#

Well I want my hitboxes to be as close to spot on as possible tho

#

And yes, I will be doing my animations myself