#blueprint

402296 messages Β· Page 424 of 403

spark robin
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(In Blender)

odd ember
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you can set up the skeletal mesh itself to have collisions

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but are you an animator?

spark robin
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Well I know the basics xd, this is all a first for me

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Im not really a programmer either yet so lol

odd ember
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there's a difference between an animator who spends time polishing every animation asset to be perfect versus just creating some animations that work approximately

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root motion is for games where animation is king and things literally need to be pixel perfect

spark robin
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But right, non the less, bone socketed collisions sounds fantastic

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Do you happen to know of any tutorials?

odd ember
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again, keep in mind you can just set your skeletalmesh to be collision as well

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nobody's going to stop you there

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and it's much simpler than sockets

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I don't

spark robin
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Honestly Idk how to do that either πŸ˜… πŸ‘ŒπŸ»

odd ember
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google collision presets

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I recommend making your projectiles block collision instead of overlap though

spark robin
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Oh, why?

odd ember
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you get better results

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hit is easier to work with

spark robin
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Mine are set to overlap (Virtus recommendation)

odd ember
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no idea who virtus is

sacred sundial
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If I turn combined meshes into a blueprint will I need to create an interface? I'm trying to streamline my level building by making tilesets modular pieces.

spark robin
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A YouTuber doing UE4 tutorials

odd ember
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no idea who that is

sacred sundial
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Don't listen to Virtus

odd ember
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has he shipped games?

spark robin
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Probably naw

odd ember
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if he's doing tutorials for basic shit I'd take that advice with a grain, if not a mountain, of salt

sacred sundial
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Virtus is a joke on this discord server.

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but he's good to start learning you have to do a lot fo unlearning afterwards

odd ember
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@sacred sundial interfaces aren't useful in single family class hierarchies

sacred sundial
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okay, thank you

sand shore
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If you have to unlearn it, what's the point

sacred sundial
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It's very primitive, It's good for showing friends you can do something.

odd ember
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branch on tick style?

sacred sundial
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yeah

spark robin
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Cranz where are the collision settings? ':D

odd ember
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google it

sand shore
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that's how they arrived where they are most likey πŸ˜‚

zealous moth
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yeah virtus is not good for making games @odd ember

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he gives you some direction to learn the engine

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but that's about it

sand shore
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@spark robin there's settings on each primitive component, but also the mesh asset

odd ember
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custom collision preset I've found to be buggy

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so I recommend creating new presets

spark robin
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Idk if Im tarded but I havent found it yet

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Its a skeletal mesh

sand shore
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Physics asset?

spark robin
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Yeah, there I have collisions, but that is only used for physics sims right?

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no?

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yes?

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Maybe?

odd ember
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literally the first response on a google search

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come on man

spark robin
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But I already have those setup

odd ember
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that's all you need

spark robin
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Yet still my collisions dont move along with my character when I use a anim montage

odd ember
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those are not the collisions you are looking for

spark robin
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oh

odd ember
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you just need to set your skeletal mesh to collide with projectiles

spark robin
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okay

odd ember
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and probably unset your capsule to not collision with projectiles

spark robin
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@odd ember Can you please just tell me where the option is. I still havent found it

odd ember
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you have to make it yourself?

spark robin
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A component?

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I really have no idea, the physics asset is already used during physics simulations

odd ember
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you dont need the physics asset at all

spark robin
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Then why did you direct me to it?

odd ember
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I didn't?

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collision != physics asset

spark robin
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Okay now I found it, its under the mesh in my character bp

wanton ore
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Hello! Is there a node that gives me rotation of object. Not the current angle, but the rotation happening. Like rotation velocity?

spark robin
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It works now tho ❀️

wanton ore
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Get physics angular velocity

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yeey

quasi siren
spark robin
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obviously its unpacked lol

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open it (double click) (if you cant, right click it and press unzip)

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@quasi siren

upbeat sinew
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You cant import zip files

quasi siren
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Oh so I just unzip it

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πŸ˜‚πŸ˜‚sorry I'm really new

rich trellis
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Hello everyone! I am trying to make a vehicle from standart vehicle template and I have lot of bugs with it.
For example if I will drive fast and hit things like a small stone - my vehicle just flies away :)
Is there any quick fix for that in the vehicle component maybe? Or other pre-made solution?
Or I need to make my own extension and make ray-checks and etc

upbeat sinew
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Unreal engine doesn't support zip files, Its okay, we all have to start somewhere! @quasi siren

quasi siren
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@upbeat sinew I downloaded fbx,obj and another file

jolly cedar
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I'm trying to add a value to an array inside a struct inside a map

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but I think at some point I'm passing by value instead of ref

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because even though I add a value to the array, the length is still 0
The find also returns true

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wait nvm

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I just needed to use the Set members in struct node

vapid owl
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Does anyone know how to get a random location inside a texture? Basically I have a texture in a widget and I want to be able to add other widgets in some locations. But I can't just use any random location I want it to take into account the alpha channel in my texture. This is my current setup, but it doesn't work. Any ideas?

rough wing
vapid owl
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You need to add the world location to the multiplied forward vector

rough wing
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lmao true

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thanks

vapid owl
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No problem πŸ™‚

jolly lion
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Hey all, is there a way to make data in the game state be persistent across levels, or is it always nuked and it's better to use a game instance to store things across levels?

upbeat sinew
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Use game instances

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They persist throughout levels

jolly lion
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Good to know, thanks!

rough wing
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Does anyone know how I can make a capsule trace horizontal instead of vertical

shadow fox
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Are we aloud to re post questions it was hours ago and has been alot of chat since then I just didn't want to get reemed for double postin

upbeat sinew
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what's the question?

shadow fox
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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

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i just copied and pasted it

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like the simple part of it to me would be the walking over it loot it to hand automatically but I cant even find a way to do that on google its all button controlled

upbeat sinew
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So:

  • Disk Spawns
    Eiether:
  • Target an team member and throw it to them
    Or
  • Skillshot throw it and the team member picks it up?
shadow fox
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yes

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I would prefer skill shot

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just make it more fun imo then auto targeting

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plus it need to be able to hit a col box for the score

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like I almost used the grenade tutorial but there was not even a throw on it it just randomly hit the ground

upbeat sinew
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A Projectile with gravity would work well enough, then when you pick it up/overlap it on the floor, set a mesh of the disk in your hand to become visable and spawn the projectile again after you throw it

shadow fox
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kk ty I will start there

upbeat sinew
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If you need help I'm available to talk or call over dm

shadow fox
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kk I will keep you psoted

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posted

upbeat sinew
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GL πŸ‘πŸΏ

shadow pike
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Hi, i want to move player pawn to center of trigger box upon touch, all values seems to be ok in debug however character doesn't move even a bit, am I missing something or my approach is wrong?

opaque terrace
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Hey i have question. IF i use simple move with navmesh, to use my character is any way to "read" path he will go?

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Iam asking about build funtions not custom make one

heavy oak
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I want to "grab" a capsule from a ragdoll and move it with a VR motion controller, but I can't figure out how to constrain a part of a ragdoll to the controller. Is this possible?

loud cipher
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how can i set the bone size to 0 in blueprints? i mtrying to get the mag to disappear, or even just set the visibility to off

opaque terrace
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Mesh attached to bone should work with visibility off

loud cipher
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Yup it did

opaque terrace
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so its working?

loud cipher
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Yup

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πŸ˜ƒ

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looks fantastic

opaque terrace
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You know maybe does it any way to "read" path of moveing characer to vector or smt? is base functions?

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Alot cutom events πŸ™‚

hollow flame
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@shadow pike you should use "simple move to or actor" function to easily move your character(this also requires navmesh), no need to set up complex setup

odd ember
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I generally recommend using AIMoveTo and not use simple move to

hollow flame
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@shadow pike if you want to move your own 1 main character you should use "simple move to or actor" OR if you are using NPC's you can use "AIMoveTo " function

odd ember
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you can still use AIMoveTo for your own character, since you'll most likely need an AI Controller regardless

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AIMoveTo is superior because it has built in delegates as well as functionality that makes it easy to debug

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with simple move to debugging is much more difficult if it doesn't work

hollow flame
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@odd ember actually he asking for moving player pawn,(mean the main character) not NPC, you can't move yourself character with AI Move to , you should use "simple move to or actor" in that case

loud cipher
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How do i duplicate my unreal engine project? or make a backup

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I want to modify something on the backup project and see if it works

odd ember
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@hollow flame you can if you add an AI Controller to your player pawn class

opaque terrace
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@odd ember should i put Aicontroller class into player controlle class? this seems wierd\

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as @hollow flame said u cant move your character with AI move to

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this dosent work at all

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@loud cipher just use clone on your project in liblary (right mouse button on project)

atomic salmon
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@loud cipher File --> Package --> ZIP up project. Very handy for quick backups. Note: I can't remember if it also includes the C++ source code and the local plugins, probably not.

zealous moth
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@opaque terrace what you wrote makes no sense

spark robin
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Is there any node like the branch node, but that it waits executing until the boolean is set to true?

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(Please ping me on reply ❀️ )

odd ember
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@opaque terrace no add your AI controller under where you have the controllers in the class defaults

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you can do it, look up a tutorial

atomic salmon
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@spark robin the closest is probably the WhileLoop node, but it doesn't wait

opaque terrace
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@odd ember where is tutorial?

rare gale
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Anyone around that can help with some collision issues? I'm trying to make a crossbow fire a projectile. I'm using ProjectileMovement for the arrow. If I have physics on, it gets collision, but won't move like an arrow. Just falls to the ground. If I have physics off, it moves like an arrow, but won't give collision responses when it hits stuff. How do I get both projectile movement and collision?

zealous moth
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@spark robin that would be a custom event

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@rare gale why do you want physics? Use projectile and put a collider on your arrow tip (just the tip)

vocal urchin
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Are there any 2D capture component experts around that can help with a "Show Only" problem?

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Kind of a lot to type out and don't want to flood the chat here.

rare gale
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I don't think I want physics, but that's the only way I get any collision response. The collider (capsule) never registers a hit if physics aren't on. It's set to BlockAllDynamic, is there something else I should be using?

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Think I may have figured it out... the projectile BP had a DefaultRootScene. I re-rooted with the arrow and it seems to work now

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now to make it actually shoot where I'm aiming πŸ™‚

vocal urchin
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I guess I'll ask more generically - how do you force a 2D capture component to only see a certain object? I cannot get component tags to work and I'm currently returning only a blank capture.

tight schooner
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I don't have a clean answer. I briefly experimented with it once and I ended up placing the capture stuff far away from the gameplay with a very short draw distance, which I know is kind of a hack.

vocal urchin
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Yeah, that has definitely crossed my mind and breaks the functionality I'm going for.

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This is a really difficult problem to solve, apparently.

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There aren't good ways of forcing cameras to only see certain things.

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I used to work heavily with Unigine, and that made life so easy. Really robust camera visibility masks. Nothing of the sort in Unreal.

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Short of a physical UI right in front of the camera, I'm at a complete loss on how to do this right.

rare gale
zealous moth
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@vocal urchin uh, collision channels?

sour urchin
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Hi, how can I get the angle of the mouse relative to the center of the screen?

rare gale
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I have a camera attached to the player and I call Capture Scene to that camera to get the update in the inventory window. Maybe something worth trying?

zealous moth
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sigh... i was one of the first to get synty stuff, now everyone has em... synty has become noob assets...

vocal urchin
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My initial thought was to actually put the actor around the character and then use a top down capture component to get what I needed. But, for that to work, it has to only see what I want it to, or else I get a bad looking minimap-like display of everything in the world.

gritty plover
cinder dirge
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@vocal urchin ShowOnly has worked ok for me in the past. What problem are you having with it?

vocal urchin
cinder dirge
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Ok yep

vocal urchin
cinder dirge
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And you've put breakpoints into your loop to verify that it is in fact finding some actors by tag?

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How many does it find?

vocal urchin
cinder dirge
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I'm not sure that you need both the array population and the Show Only Actor Components

vocal urchin
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Yeah, you're right

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Having it there or not doesn't seem to make a difference though

cinder dirge
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When I last used it, I populated the existing array

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Might be worth trying that rather than replacing the array with your own

vocal urchin
cinder dirge
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Ah I mean the other way

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One sec

vocal urchin
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You get rid of the "Show only actor components" node though.

cinder dirge
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I did

vocal urchin
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well, that does fix the empty capture issue

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but now I'm back to having everything in my capture

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I just want the dial πŸ˜„

cinder dirge
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Is your capture in ShowOnly mode?

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Use ShowOnly List

vocal urchin
cinder dirge
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Any more luck that way?

vocal urchin
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No, the capture is all black.

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or, empty rather

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I feel like I'm fundamentally misunderstanding something here.

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I'm tagging the actor within my character

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I'm putting it in the list using the "Get All Actors With Tag" node

cinder dirge
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The actor within your character? How does your character contain another actor?

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Do you mean component?

vocal urchin
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Child Actor Component. I'm sorry, yes.

cinder dirge
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Hmm ok. I do not know what the rules are for Child Actor Components and the ShowOnly list. Can you get it to render another actor, just to prove it works at all?

vocal urchin
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Sure, let me try to just force a primitive cube to show up

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So...the issue is with Child Actor Components

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Welp, tells me something at least

cinder dirge
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Hmm

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What is it you're rendering? Does it have to be a Child Actor?

vocal urchin
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I was hoping to do it that way, yes. It (the white compass-looking dial) needs to be fixed to the character at all times.

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I have some other code which points it at an axis, which works fine.

cinder dirge
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Does it have logic in it that requires it be its own actor?

vocal urchin
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Not sure how I'd do that

cinder dirge
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What's in the compass actor? Just a ring?

vocal urchin
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yup

cinder dirge
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And does it Tick?

vocal urchin
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no

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There's no code in the actor at all.

round dock
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is there an easy way to override default variable values in a child class?

cinder dirge
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@round dock Sure, just set a new default

round dock
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@cinder dirge love you babe

cinder dirge
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❀️

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@vocal urchin Why is it that you're using tags to find the compass?

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Do you need to render them for all characters, not just the one that the capture component is on?

vocal urchin
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No, just one character, although some would have to replicate

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Basically, each player will have their own capture, but other player's UI actors may show up in that same capture

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if that makes sense

cinder dirge
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Ah ok so you do need to show other players' compasses

vocal urchin
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Not compasses, exactly, but little icons representing different classes. Just quick recognition and situation awareness stuff.

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But yeah, it needs to be able to see other players' stuff.

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And I didn't want to have to add every single actor to the list. Thought I could just use a component tag and call it good.

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But that is clearly not working for Child Actor Components.

cinder dirge
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Ok sure

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I think I have it working

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Yep

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Pretty sure that if you start with an empty ShowOnly list and Capture Every Frame enabled, the camera works out there's nothing to render and disables itself

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So the workaround is to fill the list before enabling it

round dock
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also hey any reason i can't call Apply Radial Damage from an Object

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is that an actor only thing

vocal urchin
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@cinder dirge still not working. it's working for this cube I have, but not the dial

zealous moth
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wait a sec... @charred flint Kom je uit Nederland?

vocal urchin
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I'm thinking it's because this is a Child Actor Component.

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And not just an actor

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like the cube is

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I think i'm at the point to where I could just create a new actor outside the character itself and just update its world position every tick and replicate the functionality πŸ˜›

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But then that also makes everything less efficient. The goal was to have everything in the character to keep it neat

cinder dirge
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Unsure @round dock , I'd have thought it would work, but it does not

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You should be able to make this work. It's working fine for me @vocal urchin

vocal urchin
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With a Child Actor Component?

cinder dirge
vocal urchin
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Well, count me bamboozled

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How do you have it set up?

cinder dirge
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As in my screenshot earlier

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@round dock It's because it needs an implicit WorldContextObject, for which the calling actor is used

vocal urchin
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I mean the cube @cinder dirge

cinder dirge
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(And it needs that to get the World in which to find actors to damage)

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The cube is ChildActor that you can see in the hierarchy

vocal urchin
cinder dirge
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Nope

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Since you're looking for Actors by tag, not Components

vocal urchin
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I don't even have the same options you do

shadow pike
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Hi again, sorry for spam - How can i trigger event when actor is fully inside trigger box? Im trying to make switch on floor (whenever player stands on it it does something) but now event is activated even if i touch the trigger box (trigger box is above tile), should i just resize trigger box (to small box in middle of tile) to achieve expected behavior or there is more elegant way to do this?

vocal urchin
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I'm using a static mesh plane.

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For the dial

cinder dirge
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I'm using a static mesh box

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Look under Actor

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In your options there

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You should find Tags

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@vocal urchin

vocal urchin
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alas, there it was, staring me in the face.

cinder dirge
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Works?

vocal urchin
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Yes

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You da man

cinder dirge
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Wahoo!

vocal urchin
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Thanks for your patience lol

cinder dirge
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You're very welcome πŸ™‚

olive cloud
cinder dirge
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@shadow pike I'd go with the resize to take into account the radius (or perhaps more correctly diameter) of the player capsule

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@olive cloud Hard to say without knowing more. How did it get there? Is it your character?

olive cloud
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I found it, nevermind, thanks for trying to help

cinder dirge
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Yay! πŸ™‚

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Glad you got it sorted

olive cloud
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The gamemode pawn was default rather than none.🀦

cinder dirge
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Aha! Brings back memories hehe

viscid skiff
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Can anyone help me figure out why "Destroy Actor" doesn't work from the client?

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Works fine on the server, but on the client it seems it doesnt even fire

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I put a print string after destroy actor and it doesnt print on the client

fading locust
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Hi guys, Im trying to make a weapon swapping script from a tutorial. I want to ideally edit it so that when i press a number key (1,2,3,4) a weapon appears in the players hand

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this code currently does not run correctly, i have the guns in the scene and it calls an error when I try to pick up the guns I get this response in the message log: AttachTo: '/Game/Levels/UEDPIE_0_FPSMap.FPSMap:PersistentLevel.FPSCharacter_C_0.Camera' is not static (in blueprint "FPSCharacter"), cannot attach '/Game/Levels/UEDPIE_0_FPSMap.FPSMap:PersistentLevel.FlameGun_Blueprint_2.StaticMeshComponent0' which is static to it. Aborting.

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among others, one of the issues is that I am trying to attach a weapon to a fixed point on the camera, and it's sockets seem to work differently than a skeletal component (the player has no bones per se)

olive cloud
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I believe destroy actor has to be done on the server to update it, so use the client to trigger an event on the server but I am in no way an expert @viscid skiff

fading locust
viscid skiff
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@olive cloud Yeah I tried that, doesnt seem to work

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I'll keep that in mind though

oblique tulip
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I'm trying to add a relative location offset to the third person camera when the player aims, I have a timeline but giving the offset to the camera doesn't work. Only node that works is "AddRelativeLocation", but if I spam the aim button, it ends up moving the camera away from the player.

olive cloud
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ah. Sorry I couldn't be more help. maybe try #multiplayer if you havent

vocal urchin
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@cinder dirge is it possible to do the same Scene Capture component stuff with Static Mesh Components? I'm realizing I can't set "owner no see" on an actor, so while everything now works, the player can see the big 'ol compass dial in the world πŸ˜›

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Wait, nevermind. It totally works

cinder dirge
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That would only ever do one actor's compass

vocal urchin
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I had old visibility settings still applied

cinder dirge
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Ah

vocal urchin
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Sorry for the ping.

cinder dirge
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Having it on Tick is kinda madness though

vocal urchin
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Yeah

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Agreed

cinder dirge
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No probs πŸ™‚

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Maybe move the initialization to Begin Play?

vocal urchin
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I have to figure out where in my pawn BP it should go without using tick

trim matrix
vocal urchin
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I just slapped it on the end of another execution chain coming off event begin play and it worked just fine. Thanks again man

cinder dirge
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Cool

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Saves you having to Set World Rotation every tick

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Ignore me if North can move πŸ™‚

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Presuming not though

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@vocal urchin

vocal urchin
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Most definitely not. Good tip.

cinder dirge
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Cool πŸ™‚

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That little arrow hides away, but is very useful in the right circumstance

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I'm off to bed, I'll answer any more pings in the morning though

trim matrix
fading locust
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does anyone know how to spawn an actor in blueprints?

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I want to destroy my current weapon and draw a new one, but id like it to be from the blueprint actor that I have for the gun

oblique tulip
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I'm trying to use an actor as a weapon, and I can spawn and attach it just fine, but when I try to destroy it, it doesn't destroy.

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This is the destroy part. The Weapon Right is a skeletal mesh component, I'm using it to attach the weapon to as a child component

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When I just swapped skeletal meshes it worked fine, but now that I switched it to spawning actual actors, it doesn't want to destroy.

odd ember
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@opaque terrace you can find one via google, you should know what to type by now

trim matrix
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not to sure why my health variable on my enemy_character bp isn't going down when i tell it to with z key from my character blueprint anyone know?

little nacelle
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do you need physics based animation to make skeletal meshes "flinch"?

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procedurally i mean, as opposed to having flinch animations

trim matrix
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I made a blueprint that lets me open and close one door but how do I apply it so I can have many many different looking doors?

zealous moth
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@trim matrix what? what does this mean? "different looking doors"?

trim matrix
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Like a wood door and a metal door

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different static meshes

zealous moth
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uhhhhh you can make a begin play and set the mesh to whatever variable that is public

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and then in your level change it

low venture
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You can have as much doors as you want ^^

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Usually one would have a base class 'door' for that with the children 'wooden', 'metallic' etc. with different sounds, opening speeds, ...

little nacelle
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^

trim matrix
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@low venture do you mean make a base blueprint then child blueprints for different types of doors?

little nacelle
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yes thats what theyre saying

trim matrix
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so for some reason ue seems to be having a issue with setting effects quality in realtime

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everytime I set to a value of 0 or 1 it freezes the game

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anyone have any similar issues?

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it seems to be a issue where the game starts compiling shaders

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@little nacelle but when I make a child of the original door bp it keeps the original door and I cant delete it from the new child bps

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aight im giving up ahahah I'll just make a separate bp for every single door model

little nacelle
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dont do that

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you make a child of the parent door bp

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then you change the mesh of the child

trim matrix
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the parent door bp has a mesh on it though

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wow that took forever to figure out

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had to get actors all actors of class

#

for my stupid hp bar to work

sick sapphire
#

why is the appearance of my skeletal mesh not changing even after I have changed the skeleton itself

fathom portal
#

Hey friends, I'm failing, I can't figure out why "get velocity" is always returning zero

#

I'm merely trying to get the direction an AI is headed

#

Without having to track a vector every tick and check the last one

#

I thought I could use the get velucity to get a direction to calculate with, but it always returns zero, and the length always returns zero as well

merry orbit
#

@fathom portal Self is moving?

fathom portal
#

Yes, self is my player character, who I'm testing code on since I don't have any AI built out yet

#

It's worth noting my player character doesn't have a movement component, maybe that's it?

merry orbit
#

@fathom portal Try to put in tick get velocity

fathom portal
#

Yup, that's what I tried

#

But it returns zero, same for length, no matter what I do

merry orbit
#

@fathom portal try to move slef by ai

fathom portal
#

Huh? What do you mean

merry orbit
#

@fathom portal put in tick self velocity, this is not because you miss moving component

fathom portal
#

It's self velocity, and it's already in the tick event

merry orbit
#

@fathom portal Yes

#

@fathom portal You need to move actor to get some parameter actor is moving?

fathom portal
#

I need to detect which direction the actor is moving to apply the correct flipbook

merry orbit
#

@fathom portal Velocity is not working if actor is not moving

#

@fathom portal You try to put debug?

fathom portal
#

Debug won't help if it's not giving a value, though.

merry orbit
#

@fathom portal Also i doing 2d game so i think why

#

@fathom portal Let me check on my game ok?

fathom portal
#

Ok

merry orbit
#

@fathom portal My character sprite its work

#

@fathom portal I think you shold call get velocity just direct after exent tick // for debug

#

@fathom portal OK?

fathom portal
#

Testing

#

Same thing, zeroes all the time

merry orbit
#

@fathom portal I have solution

fathom portal
#

I eagerly anticipate said solution

merry orbit
#

@fathom portal You need to use move input designed for character

#

@fathom portal I tested on two character one ose moving by change location and other by movming componenet

#

@fathom portal Character movement component can be setup with fly, walk, swiming mode

#

@fathom portal And you can try to check projectile component, maybe will move by using that

#

@fathom portal That help you?

fathom portal
#

I'll try it out, thanks

merry orbit
#

@fathom portal One extra think

#

@fathom portal Lets say you create some logic in tick. Tick is generate how many time can be generated. Any code in tick is like benchmark.

true yew
#

the "Get Velocity" node or code will either return the actor's physx velocity or the velocity currently reported by its MovementComponent. if you're moving your character any other way, you have to define velocity your own way

fathom portal
#

Ah, so yeah, the missing movement component is the issue

#

Which is fine, since the actual NPC has a movement component

#

My player character doesn't, which is why it won't work on me

#

Thanks!

true yew
#

yeah. if you're just using something like "SetActorLocation" with some small change every frame, that's equivalent to a bunch of instantaneous warps, not actual "movement", and unreal doesn't see that as "velocity".

merry orbit
#

I do not have psychic on pawn But movment need to be applay by movment

#

There are why to get space bar evet in blueprint UI (directly) I think its not possible. I do logic from controller blueprint.

fathom portal
#

Yeah, my player character is controlled by "Add actor world offset"

split wasp
#

well, you kinda need [a physics based] pawn unless you do very strick movement rules

#

because enviroment collision is physics based

#

however, you can manipulate the physics behavior to produce non-realistic movement

hushed flame
#

Is there anyway to run Add Instance (Hierarchical Instanced Static Mesh) on a different thread? I tried to use MultiTask (free) plugin from marketplace but it crashed.

split wasp
#

looping timers?

tight schooner
#

@hushed flame generally BP can't be multi-threaded out of the box; all the game logic runs on one thread. So if you want to make your HISM spawning impact the performance less, do the instancing in the construction script and pre-place it in the level (UE bakes out the level's state upon packaging), or nativize the BP, or spread out the instancing over multiple frames, or do it in a completely different way like a mesh particle system.

merry orbit
#

@split wasp well, you kinda need [a physics based] pawn unless you do very strick movement rules
because enviroment collision is physics based
however, you can manipulate the physics behavior to produce non-realistic movement. // Sprite retro mechanic

split wasp
#

yea, sprites used box collision

#

or radius check

#

but point being, there's no "right way" to do it, just convenient and inconvenient ways

merry orbit
#

@split wasp I do not say i do not agree. Its more as you can off psychic and still movement component will work.

split wasp
#

but I do have to mention that using direct location manipulation can result in player popping through gaps and walls under low- and/or high-fps situations

merry orbit
#

@split wasp Its as more to note that @fathom portal velocity do not need to be included with psychic mechanic. Its just to know. nothing special. I do not know how is with multi platform when you use psychic.

#

@split wasp Yes general movement component solved many think. I use set actor location for platform. @fathom portal psychic is good when you want to some push, splash, bouncing Without that is not working very well.

split wasp
#

really should update my blueprint cmc tutorial πŸ€”

merry orbit
#

@split wasp Why?

split wasp
#

its out of date?

#

wrote it in 4.18

merry orbit
#

@split wasp I do not know why you write now? And i do not know what is cmc. Some replay?

#

@hushed flame spawn actor?

Is there anyway to run Add Instance (Hierarchical Instanced Static Mesh) on a different thread? I tried to use MultiTask (free) plugin from marketplace but it crashed.
@hushed flame

hushed flame
#

@tight schooner Thank you but I cannot pre-place it in level because I have to generate it at runtime. If I may ask, any idea on how to add instances only when they are visible? Basically dont add instances if they have neighbors in every direction. I add instances in two for loops. First loop (x <= 16) runs and inside it another for loop (y <= 16). I add the instance inside the y loop. So before spawning the instance I want to check if it has neighbors in all directions and if it has don't add.

merry orbit
hushed flame
#

@merry orbit Can't use it. Performance reasons

merry orbit
#

@hushed flame Maybe inside actor add many static sprite add component?

#

Thank you but I cannot pre-place it in level because I have to generate it at runtime. @hushed flame you can use in runtime

#

@hushed flame If that important i will try with you if you not find solution. Maybe some want give you better answer.

#

@hushed flame But i think you can spawn actor ort instance and from that return node you can detected around you actor you have other actor? Also in some actor putted on scene you can create logic for spawning.

hushed flame
#

What I'm doing right now is actors (around 10-15) are spawned near the player and inside each actor I'm spawning the instances and this instance is causing the hitches.

#

So I only want to add instances if they are completely visible to the player.

merry orbit
#

Why not that you have information you can spawn and create some logic if you do not have space?

#

@hushed flame If that actor Need to spawn something mayby create component inside scena. So you get one actor with scena and many static mash?

hushed flame
#

Or I have to run add instance in a separate thread but unfortunately that is also not possible since there are some check(IsInGameThread())

merry orbit
#

@hushed flame I really do not know but good point is to show other peoples code.

mild ore
#

@hushed flame can you add new instances without marking stuff dirty? perhaps it would add stuff quicker.

hushed flame
#

@mild ore Only Update Instance Transform has mark render state dirty option.

mild ore
#

It wasnt always there :) maybe add node is missing it. Didnt check code just an idea.

merry orbit
#

Soft references?

mild ore
#

Also if the construction phase cause too much dealy you can try distribute the task between adjacent frames, that should allow normal rendering to occure with a bit of fps drop (if any). Unless the hism is highly populated, i never really notice too much delay working with a few dozen entries only.

hushed flame
#

@mild ore AddInstanceInternal does call MarkRenderStateDirty()

mild ore
#

you can try work around that i guess

ember wharf
#

Maybe someone can help out here i have a sequence that plays out when the user clicks play and after the sequence ends instead of returning to the topdowncharacters camera it spawns the camera inside the pawn

mild ore
#

add a new node that mimics the behavior, and only mark dirty when finish with populating

hushed flame
#

@mild ore Yup I'll try that and report back. πŸ™‚

ember wharf
#

also i should mention that it starts out with a main menu camera and is supposed to transition into a sequence that then goes to the player camera.

mild ore
#

CoPowah, check character (Actor group) has the "find camera comp" checked, also the camera comp on char auto activated. Also the setview node may not execute at all, in case the pawn is not the specified type (cast).

ember wharf
#

seems that find camera comp is enabled

atomic salmon
#

@ember wharf why are you using get player pawn instead of get player character?

#

On the cast

ember wharf
#

@atomic salmon idk but i switched it and it didn't make a difference

mild ore
#

acharacter is based on apawn, technically it matters not

ember wharf
#

funny enough i had this working in my project before it corrupted and i managed to dig out those blueprints and reset it back up but it doesn't operate the same

mild ore
#

try remove that cast to topdowncharacter see if it helps

ember wharf
#

it seems to just bump back to my main menu camera

mild ore
#

also if you're running this from networked gameplay, (eg client only) maybe the setview doesnt function the way you want it to. server can enforce camera view on client, i think.

solemn igloo
#

Hello guys . i have a simple question

#

is there anyway to make a timer which is not affected by frame rate?

mild ore
#

it is not

solemn igloo
#

so what is the best way

#

to create timers

#

and not put in tick

mild ore
#

create timers at beginplay or when event needs it to

#

delay nodes also not depend on framerate

#

tho they wont fire until game hanging or stuck infinite loops

solemn igloo
#

i create them when it needs them too

#

and pause them when they work is finished

dawn glacier
#

Delay node still ticks but interpolates the elapsed time

solemn igloo
#

i think best solution is timelines

#

because they are like mini ticks

#

but my issue is i cannot use timelines in actorcomponents

mild ore
#

That sounds horrible, probably true, Liviu. But anyways timers not depend on framerate in any way. They fire at given time. Proably before actor/component tick.

solemn igloo
#

because im alsodealing with slo mo effect so the time dilation also should not affect the timer

#

really?

mild ore
#

time dilation not affect timers i think

solemn igloo
#

my problem is when i lock my 60 fps a timer which suppose to count for 2 second finish a lot slower than in 30 frame

#

xD yea

#

i add world delta seconds/global time dilation to my timervariable

mild ore
#

that's because of an editor setting

solemn igloo
#

oh

mild ore
#

fixed framerate setting i think cause the game to slow down

#

uncheck it and use smooth fps instead

#

you can limit framerate via t.maxfps 60 console command

solemn igloo
#

oh

#

let me try that

mild ore
#

but my issue is i cannot use timelines in actorcomponents
That's because timeline is also a component. But you can create them on actor and call events/methods on your component.

solemn igloo
#

i tried the maxFPS 60 but it didnt change the functionality of timers xD

ember wharf
#

i fixed my issue

#

turns out one of my camera's somehow disabled auto activate

#

thanks @mild ore and @atomic salmon for helping out

#

just a quick question before i head off to bed. does anyone know if its possible to delay the player spawn?

#

like have the player character show up when a sequence ends?

solemn igloo
#

@mild ore

#

i found out the issue

#

Timers are totaly frame rate independent

#

so you should not use any delta time in them

#

you can just plus your variable with the timer amount you set your timer with

split wasp
#

definition of "delta time" should have been a dead giveaway

#

but yes, timer operate independent from tick and it's the best tool blueprint has to offer

spark robin
hushed flame
#

@mild ore That MarkRenderStateDirty event only calls if the component is registered so what I did was inside my actors begin play I used My_HISM_Comp= NewObject<UHierarchicalInstancedStaticMeshComponent>(this) and all my for loops/add instance etc and finally called My_HISM_Comp->RegisterComponent() but still it hitches badly.

mild ore
#

guess you got lots of instances then you must distribute this load accross several frames.

#

process one hism per frame maybe

hushed flame
#

I dont know how to check for neighbors before adding instance so I only have to add instances that are visible.

mild ore
#

you need an order, and only spawn/initialize/populate whatever a hism a frame, then the next until queue (array) is empty

split wasp
#

well that really depends when are you adding the instances

#

during loading screen, probably not a big deal if it hiccups

hushed flame
#

I'm adding the instances when the player is moving around.

split wasp
#

aight

#

then I would do a framerate target for the building speed

#

so it would load like 1000 instances to an array, and build those, if frame time is less your target frametime, add another 1000 etc

#

until the time goes above your target, then it starts to reduce the amount it builds per frame

#

so, a for-each loop with pause so it doesn't kill the framerate

#

and ofc, always flag the last one for update

mild ore
#

Engine also has the foilage system, you can probably use it as an example for solving similar problems. If apply.

split wasp
#

tho, the largest issue of such system is, how do you remove the old one while adding new ones

#

ism arrays are auto-sorting type to keep the memory imprint small

mild ore
#

the foliage system works kinda good, can't really compare it to other solutions in different engines. epic have added some optimizations over the years.

loud cipher
frigid anvil
#

Are you using reload animations @loud cipher ?

loud cipher
#

Yeah, i just tried another way i set a branch and if my current ammo which is in mag is less than 30, if its true then i can reload if not do nothing

#

It works

vapid owl
#

Anyone know a good way to get a random location on screen?

#

Basically I need a way to randomly spawn a widget on screen

frigid anvil
vapid owl
#

That's actually very similar to what I'v got right now, but I'm ending up with the widgets spawning off screen sometimes

frigid anvil
#

You need the random float in range to be within the screen resolution

#

So thats probably why

olive ingot
#

Hi!
Can anyone show me in blueprints how you would go about this? Thanks in advance:)

vapid owl
#

@frigid anvil Thank you! I knew I was overlooking a simple solution.

frigid anvil
olive ingot
#

I will try it out. Thank you very much!

undone timber
#

is there any way to append a tag instead of set tags?

frigid anvil
low venture
#

@trim matrix Yes.

undone timber
#

jesus... yes... i honestly though there would be a simple append tag option...

#

like append tag (object reference) tag []

frigid anvil
#

No, I think the only append node is for strings so you have to convert it to string first

undone timber
#

sigh, just to make sure i am not wasting undue time, unreal has no AI for flying objects without navmeshes, right?

frigid anvil
#

Dont think so. What are you trying to achieve @undone timber ?

undone timber
#

i had to create a child actor for a makeshift AI for spaceships as a component, and it works, but it uses the begin overlap to set its targets... so when i start the game i want to append the tag to the player, and then the "AI" on the ships can verify if the actor has the tag to mark it as a valid target

green crater
#

Can I paint on my landscapeMat Layers with an actor ingame?

rigid cosmos
#

can anyone help me?

#

with dedicated server session and voicechat

undone timber
#

this is the way i want to add the tag to the player, as he is the only and first actor of the class that spawns

zealous moth
#

Why notnjust put it on the actor's properties?? Why add it at runtime?

loud cipher
#

I have this blueprints in a ai bp, how can i now make blueprints that detect if the health is 0 so that it disables my input in my character bp?

#

Im not sure how i would get started

frigid anvil
loud cipher
#

Thank you

ancient stag
#

I've set up simple movement using the charactercomponent, but my character doesn't rotate while moving. I'm guessing this is because the component is designed to use the mouse / right thumbstick to then make the actor rotate. How would I go about this with a static camera?

wet swift
#

guys i need help

#

everytime i place anobject into the level it enters crocked

#

and when i try to adict its location it adjusts its location crockedly

#

my axis is tilted for some reason and idk why

ancient stag
#

@wet swift Unreal's forward Axis is always X, perhaps you can take the forward vector of your object and set it in the construction script?

wet swift
#

this is what it looks like

upbeat sinew
#

Hold ALT and click the middle mouse button?

#

I should centre the Axis on your cursor position

wet swift
#

that centers the position not the rotation

#

the rotation is whats messed up

#

@upbeat sinew

#

@ancient stag

split wasp
#

there's a small cube/globe icon on the top right of viewport, toggles local/world space

#

use that

#

unless your 3D model is also done in some weird angle...

wet swift
#

ok thx that worked

trim matrix
#

Hey there !
I was following the official UE Multiplayer BP tutorials and since I'm a UE4 Networking beginner I don't really have a lot of experience with nodes .
Anyway I want to cast to a game instance (which is not applied to any object if that matters) but the cast is failing for some reason so a custom event in there is not being executed . Checked the tutorial again but that guy has the same setup .
Could you find anything or do you have an advice what to look for ?

frigid anvil
#

Have you set that gameinstance to be used in the project settings @trim matrix ?

trim matrix
#

I'll check that real quick

frigid anvil
#

@ancient stag In your Character movement make sure to check Orient Rotation to Movement

trim matrix
#

ajaj forgot that . thanks @frigid anvil ! : D

ancient stag
#

@frigid anvil Thank you, I did that. But for some reason, the character doesn't rotate. Is it controlled through the animation blueprint? I'm at a loss why it's not working...

vague fox
#

I have 2 questions; First of all, which base class do I use for my **Branch **and **Tile **class.

Let's say I have a procedural world that I generate (possibly endless) that consists of **branches **of N amount of **tiles **that in turn contain several components (this is where the actual geometry exists).

So **branch **-> N amount of tiles,
**Tile **-> 1 floor mesh and several props (this is the end-stage in my generation hierarchy)

My second question is I want to place random background buildings/geometry after determining the path of my branches. At which level would you suggest to do this?

Pardon the long post.

ancient stag
#

@frigid anvil Fixed it! Had to turn off Use Controller Rotation Yaw in the Pawn settings

frigid anvil
#

Nice!

frigid anvil
#

Maybe you need to cast to it first?

jolly pumice
#

Hey guys! I made my first system heavily based on maps, but I found, that there's no simple option to sort it out. I have all "correct order" values in data table, but even just alphabetical order will be enaugh. Does anybody knows, how to get maps sorted? Keys are string πŸ˜‰

tight schooner
#

@novel peak Any relevant errors in the output log when you preview your game? Maybe you'll get better answers in #cpp

trim matrix
#

hello

#

anybody help?

gray dune
#

hey, I was wondering how I could only destroy spawned actors that are longer than 5 seconds in the scene. Currently spheres get destroeyed with no real order

trim matrix
#

how can i use control rotaition

#

plz

#

my game doesnt move

#

when i move up and down

#

with my arm

#

fps game

#

Anyone know how to make my HP Widget doubled sided.

tight schooner
#

@gray dune I'm not sure exactly what you're trying to achieve... when O is pressed, Event Tick spawns a sphere and then the actor kills itself?? ... but I would suggest constructing your script in a completely different way

#

by looking into the "Set timer by" nodes. Plugging a delay into the event tick is pretty janky.

#

If you want to manipulate your spawned spheres from the BP, you need to save the references to those spheres in some fashion. On the spawn actor node, there's a "return value" pin; you can save that into a variable, or an array variable.

trim matrix
#

figured it out

#

just duplicated my widget then flipped it on the z axis

dawn glacier
#

you just need to rotate the widget locally towards the viewer

trim matrix
#

yah but

#

when your camera is behind the enemy

#

it disappears

#

best way would be to modify the rotation based on camera position too i guess

#

or only camera not sure

#

if you do on camera position it would kinda boring because you can't see it moving around

bright elk
#

Hello Im playing with the defualt chracter in ureal for class

trim matrix
bright elk
#

trying to figue out how to get the current movement (prefably vector) any help?

#

what I have only does stuff with input it seems

#

(Ignore Z)

modest gulch
#

any advice or webpage for setting up smooth crouch? I've tried to use Character's Crouch and UnCrouch methods and smooth it out with Timeline conencted to OnStartCrouch and OnEndCrouch events, but there is ugly jerking

indigo zenith
#

in the anim bp, between states u can specify blend time

#

or u have to have a seperate crouch states,.

#

gonna get ugly

#

for such a short animation i would recommend using the blend time between states

#

@modest gulch

modest gulch
#

no, I am not talking about mesh animation

#

just first person view

indigo zenith
#

there is something called camera lag

#

but thats with camera boom

#

i suppose u have it attached to head

modest gulch
#

I think everything FPS has camera boom these days

#

no, I don't have camera attached to model

#

hmmm

#

TPS uses boom

#

but FPS does not...

indigo zenith
#

im using attached to head

trim matrix
#

yah i don't know how to get these 2 widgets to sync

#

gotta be a better way

indigo zenith
#

trying to do true first person

modest gulch
#

soul I guess in your case this issue is solved automatically as long as you get crouch animation to work

indigo zenith
#

first person is just a camera

#

i dont think there is anything related on code there

#

i dont know what way u want to do it

modest gulch
#

I don't have true first person (I use attached camera only as death cam)

#

basically, there is function Crouch and UnCrouch already

#

but they jump instantly

#

I waned to smooth it out

indigo zenith
#

set view target blend, try 2 cameras

#

1 for crouch , 1 uncrouch, blend between cameras

modest gulch
#

two cameras? one uncrouched and other crouched?

#

hmmm

indigo zenith
#

it will smooth at least

#

my animation is actually handling that part

modest gulch
#

I mean, I don't really care about capsule halfheight etc, it can change instantly for all I care

indigo zenith
#

if u dont care, thats the way to do, with most control

modest gulch
#

I jsut want view to be smoothly going down or up

indigo zenith
#

try 2 cameras,

modest gulch
#

sure, will try that. thanks

trim matrix
#

when my ai is chasing me it looks good

#

when its not it doesn't

#

πŸ™‚

shadow pike
#

hi again, i want to detect inside other actor when player use axis input and do some action but this somehow halts input inside player pawn and movement isn't detected/handled however, it is inside that actor (picture shows bp of that actor)

zealous moth
#

Holy cow what happened this weekend? The influx of bad questions and setups is staggering!

#

@shadow pike you should set up your control scheme in the controller, not the pawn and refer to your appropriate pawn when signalled to. Right now your set up makes no references to what overlaps. Not sure how the engine uses that info.

shadow pike
#

I feel this ^ is targeted to my question so pardon my spaghetti i started using BP seriously like 2 days ago and i feel a bit overwhelmed so im trying to do as much as i can by myself but i still often encounter problems which i can't solve myself

upbeat sinew
#

Everyone starts somewhere

uneven jolt
#

I'm trying to add a run mechanic but it's not working, i'm also really new at this, so any help would be great.

indigo zenith
#

character movement component - set max walk speed

upbeat sinew
#

^^^

indigo zenith
#

would be the other way around jacwab

#

πŸ˜›

#

oh wait

#

nvm

#

its 1500

upbeat sinew
#

lol

#

600 is the default speed :p

indigo zenith
#

thats sprinting@!

grizzled seal
#

so i have slope that i would like a character to run up, but they only get up to halfway before they stop completely, and stay still. they don't change in rotation either. so how would i go about implementing something like a 360 movement system like a sonic game?

uneven jolt
#

thanks guys, it works.

zealous moth
#

instead of changing a hard value

uneven jolt
#

ahhh okay.

zealous moth
#

you can set sprint, slow, crouch, etc and then define those parameters instead of working around the charactermovement

uneven jolt
#

thanks, that's really cool.

zealous moth
#

@grizzled seal you can either: use a vehicle pawn that has those capabilities built it (now what they are and how to use them, I dunno); or remove all restrictions on max slope angles; or make it run through a spline when overlapping a box

uneven jolt
#

Okay, can i ask one more question?

grizzled seal
#

i'm probably gonna go with option 2, see how that goes

zealous moth
#

no, you filled your quota for the day

uneven jolt
#

sad

zealous moth
#

kidding, go ahead

trim matrix
#

fixed my widget was basically using the same target so i had to offset it by 180 for the flipped version note to self don't have the AI chase you when trying to figure out rotations lol

zealous moth
#

@trim matrix i briefly saw your posts, what kind of widget is it?

#

a texture or text?

trim matrix
#

default widget

#

without any textures

#

now when i look behind i can see the other side left to right

#

for the bar

#

gotta fix this camera business though

#

when go to look behind my camera snaps closer

#

its annoying

zealous moth
#

ah, good, you can make the widget look at the camera at all times though

trim matrix
#

yah but i didn't want that

#

because then it doesn't move around

uneven jolt
#

So, i want to make a specific monster ai, i want a ai that most of the time just stalks the player, but then when the right numbers are hit, it attacks, i also want it to appear and disappear at random, and i want it so when you look at it for a few seconds it disapears but only when it's not in attack mode. Would this be really hard to make?

trim matrix
#

i don't know maybe i should just try it

zealous moth
#

@uneven jolt and that would be BT, BB and BTT AI, lemme find you a video

uneven jolt
#

BT? BB? BTT?

zealous moth
#

haha yeah

trim matrix
#

because only flaw is when i'm kiting away from the enemy and its chasing me i and my character is angled it can get thin(the bar) then flips

#

buts its kinda hard to do

#

maybe i can make something that is a hybrid of camera location and player location

zealous moth
#

BB = blackboard: defines your BT variables
BT = behaviour tree: defines what behaviours your AI does and in what order
BTT = behaviour tree tasks: customized tasks such as going invisible or not

You basiclly need to sit down and learn it in a week.
Here re 2 links:
https://www.youtube.com/watch?v=zNJEvAGiw7w

Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this episode we add an NPC that can randomly roam around the level.

Support me on Patr...

β–Ά Play video
trim matrix
#

they have a step by step documentation

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for behavior tree

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its dope

zealous moth
#

@trim matrix usually you would make it so that if your AI is engaged with the player, then you set it up in such a state. When the state is triggered, set up that bar and give it a follow camera function on a loop

trim matrix
#

so its not doing it all the time like my event tick lol

zealous moth
#

yeah

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here's a setup

trim matrix
#

i was thinking when the player can see the monsters

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enemies or w/e

zealous moth
#

set timer by function name

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and define it

trim matrix
#

thanks

grizzled seal
#

okay, so this is what i have

#

he still goes halfway

zealous moth
#

try setting the walk angle down to 360

#

i mean up to

loud cipher
#

How can i play different particles on different materials

maiden wadi
#

@grizzled seal I'm not sure that you are going to manage what you're after without a custom character movement. You would have to do something like check directly in front of the character on tick while moving forward to make sure you can move there and also rotate character to face the same plane that is directly beneath them, so that if the tile they're running on is upside down the character would be too.

grizzled seal
#

Oh, I'll give that a shot then

loud cipher
#

This is what i got so far, im kinda stuck from here on

upbeat sinew
#

You might need two apply damage nodes

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One for Head double damage

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and one for normal damage

maiden wadi
#

@loud cipher If you're trying to make it so that your bullets or projectiles spawn different particles based on what they hit, I'd probably do that in the projectile's collision. OnHit, GetMaterialFromCollisionFaceIndex, compare it for specialized effects, if none match, play default particle sort of thing.

trim matrix
#

I'm not very adept with unreal how would you guys go about killing an AI that uses a behavior tree

#

My Enemy Blueprint already has health variable and a way to take dmg

maiden wadi
#

@trim matrix Depends on whether you're doing special effects or just making them disappear on death.

trim matrix
#

just want them to lay on ground

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i have the animation

maiden wadi
#

You could try calling StopLogic in the ai controller, and then make the pawn/character play the animation.

trim matrix
#

k

viscid skiff
#

Why does destroy actor not work on the client? How would I go about making it destroy the actor when called from a client?

maiden wadi
trim matrix
#

how would i go about checking his hp to set my isdead variable true

#

my dmg source when applying dmg check the variable?

maiden wadi
#

Use the Event AnyDamage.

trim matrix
maiden wadi
#

Take Damage from the AnyDamage event and subtract that from your Health variable. Then run a branch and say If Health <= 0, call your stop logic

trim matrix
maiden wadi
#

Where are you keeping the health variable?

trim matrix
#

in the enemy character blueprint

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not the controller

maiden wadi
#

You'll want to be doing this stuff in the character then. That's probably what'll be triggered from the AnyDamage event anyhow.

trim matrix
#

couldn't i reuse that blueprint for other ai if i keep it in controller

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or should health variable be in the controller maybe?

maiden wadi
#

Depends I guess. You could manage it any way you wanted. I personally would just leave Health in the pawn and do the logic there for damage.

trim matrix
#

so say i had more ai using that blueprint i'd just make more death variables?

maiden wadi
#

Using the Pawn or the Controller blueprint?

trim matrix
#

using the pawn

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if isdead was in there

undone timber
#

Why notnjust put it on the actor's properties?? Why add it at runtime?
@zealous moth because i only want this specific actor to have that tag, if i add the tag to the class, every npc will also start shooting each other

maiden wadi
#

I'm a little lost why more than one AI would use a body?

undone timber
#

ah i was replying to a much earlier question

maiden wadi
#

Meant that to Zykoz.

trim matrix
#

yah i think you're right

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but if it was a monster

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i think multiple would

undone timber
#

i have a game that spawns a lot of NPCs (this npcs fly and thus cannot use unreal engine premade AI i had to make my own "Fake AI"with a component) , they use onbegin overlap to detect enemies, however i need them to be able to recognize which actors are players and ignore everything else (dont want them shooting each other)

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my idea was to add a tag on begin play to the player, but for whatever reason the tag is not being added

zealous moth
#

@undone timber you could make a collision channel specific to the player and they will ignore collisions with anything else

undone timber
#

yes but they fly ships that are in the same class as the player... so they would still start shooting each other

zealous moth
#

ok... I sorta don't understand your bp, you are getting an actor... how do you define which actor of that class it is?

undone timber
#

at the beginning of the game ,there is only a single actor, the player

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that is spawned by default

maiden wadi
#

You really should just keep a list of references to the player controllers somewhere, and add the tags to their pawns that way.

zealous moth
#

you could do an "on possess" event with your player controller to assign that tag

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so when it gets possessed, the tag is added

maiden wadi
#

That's also a fair play.

undone timber
#

oh the onposses sounds like a good idea... so in the class file for the spaceship.... add onposses event and jsut add the tag there...

zealous moth
#

it would be for your controller, not pawn

maiden wadi
#

No, not in the ship, in the player controllers.

#

If you do that in the ship, it'll tag everything, because the ships are also possessed, just by different type of controllers.

zealous moth
#

it is really best practice to use the controller for user inputs to send to controlled pawns instead of putting it in the pawn

undone timber
#

ah i must have missed that... just learned unreal 4 a few weeks back, i am not very familiar with player controllers

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i dont even have a player controller in my game as its not a game with characters (top down arcade style more like it)

zealous moth
#

your game mode generates the controller

undone timber
#

oic

zealous moth
#

the controller controls whatever is the defined default pawn the game mode is assigned

undone timber
#

gotcha

#

i hate that there is no a simple add tag...

zealous moth
#

like I said, could be an enum or a boolean even

undone timber
#

but if i want to check for a variable i would have to cast... can i cast when i dont even know the specific class of objecte that is going to overlap?

trim matrix
#

because target is self and i don't have isdead variable in controller?

#

thats in my enemyblueprint

cedar sleet
#

in your any damage event just check if isDead is true or false and create/call a death function to play and handle your death animations and other stuff

maiden wadi
#

Don't use ==. Use <=.

trim matrix
#

changed girls still walking around

maiden wadi
#

If you use == and you go over it's max health in damage, it still won't die, because your damage didn't equal exactly it's health. <= lets you check if it's equal or less than 0

trim matrix
#

true

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pretty sure its clamped

undone timber
#

this is why i want to be able to add the tag to the player ship that is possesed, regardless of what class it might be

#

should i just use an interface?

maiden wadi
#

@trim matrix But yeah, instead of setting IsDead, put a branch there to check if it's true or false, and if true, then call stop logic and the animation.

zealous moth
#

@undone timber fair point, what you could use instead is an interface

undone timber
#

is there any specific reason interfaces should be discouraged?

trim matrix
#

when i did a print screen

undone timber
#

every time i find an issue i find myself just relying to an interface

zealous moth
#

not that i can think of

trim matrix
#

when i did a print string event anydamage doesn't print the string

maiden wadi
#

How are you damaging them?

trim matrix
#

via 3rd person blueprint

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with z key

zealous moth
#

shake my head...

trim matrix
zealous moth
#

hahahahaha

#

you need a loop

maiden wadi
#

Instead of that, after the get all actors, run a for loop.

trim matrix
#

πŸ˜‰ i'm not so smart

zealous moth
#

you're damaging the array, not the items

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poor poor array

#

what did it ever do to you

maiden wadi
trim matrix
#

lol i'll try

#

did that same result

#

i don't see the event anydamage firing

zealous moth
#

is your take damage a custom event?

#

otherwise where is your damage print string located?

trim matrix
maiden wadi
#

You need to subtract your damage from your health before that print.

trim matrix
#

like the controller can use the boolean from enemy bp?

#

oo hm

zealous moth
#

erm...

#

did i miss a conv?

trim matrix
#

how does that actor know its taking dmg?

maiden wadi
#

That's what the Apply Damage and Event AnyDamage is for. When you call Apply Damage on something, nothing will happen unless you have Event AnyDamage set up.

undone timber
#

is it best to use those premade events or create own damage ones? i created my own at first coz i didnt knew there were premade ones

trim matrix
#

i'll have to watch a video on that i guess

#

got the print string to print and my hp is 0

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widget also shows it

#

its just the ai is still moving and doesn't die obviously

maiden wadi
#

@undone timber There's no real difference. You can use you own too. But given that there's already one there, it's just extra work and a waste of effort beyond learning.

trim matrix
#

like i have a boolean in my enemybp can my enemy controller use that bool to trigger the death animation

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sec hmm

#

i might be uysing this bool wrong

maiden wadi
#

You need to run all of that off of the event.

trim matrix
#

that set note makes it truew?

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because default suppose to be false

#

like i don't have a little checkbox

#

nvm im dumb i see

#

just wan'ted to make suure

undone timber
#

this gameplay tags are giving me a stroke...

zealous moth
#

if you have enough strokes you can win a race

trim matrix
zealous moth
trim matrix
#

don't i need to apply dmg for the event any dmg evenworks

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or something

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killed it

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at least i know it works

haughty axle
#

guys, how are you... need a bit of help, i have a BP actor cube with few collision objects and I made it able to push with physics. Now how can i add animations to trigger then I push it. can i somehow triger collision in BP actor to play character animations?

trim matrix
#

plays the start of the animation

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then floats in mid air

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i know its playing over and over

#

just inept

#

so close i can taste it πŸ™‚

zealous moth
#

@haughty axle I would make it so that when you are overlapping with the cube and facing it and moving but your velocity is blocked, you put your character in a state that can animate it in the way you want

#

that or do it like LoZ

haughty axle
#

@zealous moth thx, i started to rebuild it differently

trim matrix
#

how do i reference my enemy controller in my player-character blueprint?

#

basically what i'm trying to do if use the apply damage node to trigger the event any damage in my character blueprint

#

i don't know if you can even do that

maiden wadi
#

@trim matrix You would need to reference it in some way. This is usually done through projectile on hit events, Line Traces, Sphere traces, or something of that effect. The practice depends on your game layout.

trim matrix
#

seems stupid if i can't just have my character blueprint trigger something like that

#

anyway to stop an event tick?

maiden wadi
#

Turn the actor's tick off.

spiral surge
#

How can i make this drag&drop/Swap Function to also add "like" items to stack and create a new stack?

tight schooner
#

Set Actor Tick Enable node or set the tick default in the class settings @trim matrix

trim matrix
#

like i want to use the tick put once i get to my death animation i want it off

spiral surge
#

code is fun

trim matrix
#

there we go

#

finally

#

just using the tick for now until cleaned that up dont worry

#

at least i learned some stuff today

hoary orchid
#

Is there a way to add post process effect to CameraManager

spiral surge
#

I can't sleep

graceful forum
#

I don't know if this question belongs to here or #cpp, let me know if I need to ask there please, I have events with const reference parameters that are called from another thread and bound on game thread (I use AsyncTask to dispatch them to GameThread). I'm exposing my events to blueprint (and implementing them at there) . What happens when I promote the parameter of event to a local variable? Does it get copied there? Or is it another reference to where it has been created on my worker thread?

slender hawk
#

Edit - reposted with a simpler picture - also shows output on right.
Edit 2 - added more comments.

I am assuming this is a bug (in v4.21.1)?
But maybe I am just not understanding something with how delays are processed? I assumed sequence 0 should finish completely (incl delays) before moving on to the next one.

I have a sequence node with sequences 0 and 1.
It works as expected (flows along sequence 0 completely, then on to 1) until I add a Delay node in seq 0. Then it starts running along 0 as normal, but once it hits the delay node it jumps to the start of seq 1. At some point it does come back and finish executing stuff on Seq 0. Jumps again if there is a delay in Seq 1 (seems to go back and continue Seq 0 where it left off)

The debug doesn't show where it goes 'after' (so even though the code after the delays does get executed, it doesn't show the steps)

Playing with the delay values changes the execution order. Basically the flow of that sequence is delayed and in the meantime it just continues with the next sequence.

cyan lion
#

sequence 1 is fired immediately after 0, so basicly those 2 delays from seq 0 and seq 1 are started at same time (maybe 1 tick diffrence between them)

late meadow
#

does anyone know if theres a way of capping a closed spline inside ue4?

short coral
#

Hey guys , is it possible to use multiple player starts in one map? If so how do you choose which one to spawn the player in?

ocean radish
#

@late meadow can you not in your script find the first and lost point and change them into caps?

late meadow
ocean radish
#

@late meadow Yea kinda realised what you meant after i posted that :D,

late meadow
#

the idea was to make spline-based platforms inside ue4

ocean radish
#

@late meadow https://www.linkedin.com/pulse/planar-meshing-from-outline-part-1-ryan-gadz there no default way but its defiantly doable, here's a walk through of one way, and theres a few plugins on the marketplace if you dont want to have to make it yourself

An outline is an incredibly useful tool in computer graphics. It provides enough information to fill in text, make procedural generated shapes, or fill in user drawn areas during run-time of a content creation application.

late meadow
#

yes! thats perfect!

#

thanks for the link!

marble tusk
#

Huh, I've tried looking into something similar before, but settled for something simpler. This is getting bookmarked nakkiLUL

#

It doesn't take into consideration height does it? Like if the outline has varied elevation?

tight schooner
#

@slender hawk yeah that's how sequences and delays work. The sequence executes every node that it can and completes in that one frame.

slender hawk
#

@cyan lion @tight schooner ok cheers, I understand now.

If you want to sequence stuff (that contains delays), is there an alternative?
At that point though I guess it'd just be for organizing code a little more vertically verses horizontally. Custom events maybe, although the overall flow wouldn't be quite as obvious.

tight schooner
#

Yeah there are lots of ways to break stuff up. Custom events, functions, Set Timer By nodes... But yeah there are a handful of ways Sequence nodes are functionally different than a pure organizational tool and their behavior with Delay nodes is one of those ways.

trim matrix
#

Hey there πŸ‘‹
Don't wanna disturb you ._.
I was following the official Multiplayer BP tutorials and the guy has also implemented a cast node . Now the cast is not failing but the custom event called by the cast is not reacting .
The custom event has no inputs and the cast well ... he's casting but that's what has been shown in the official tutorial . Google didnt help :/ Any tips ?

#

None of these are assigned to actors

ocean radish
#

put a couple of breakpoints in to see where its going f9 with a node selected

trim matrix
#

The second image's event is not reacting, added a node last time and nothing came out

ocean radish
#

and sure the cast is not failing? put a print string there just to be sure?

trim matrix
#

I added a node that I removed later , but I saw that it's not failing

late meadow
#

@ocean radish you mentioned you found some plugins on the marketplace, but I canΒ΄t seem to find any?

ocean radish
#

on the first picture add a delay in there

trim matrix
#

@ocean radish You mean me ? Not sure why you'd add a delay... not sure what that is xD
But it's like

Gameinstance.Execute certain Function aka event and the level BP seems to be fine ._.

ocean radish
#

@trim matrix Yea, Since its casting fine i dont see why it wouldnt be triggering, wondering if its something to do with load order since its all in begin play, so if you add a little delay might point out if it is

slender hawk
#

@tight schooner Awesome cheers. :)

yep I think that's where I was confused.
But the functionality makes sense now and I see it being quite handy. πŸ˜„

trim matrix
#

@ocean radish Nothing New is happening it just starts a second later

#

I'll google it , sorry

nova pagoda
#

Hey guys, UI Widget question: How can I use both mouse hover and keyboard/gamepad select functionality among my buttons?
If I start with keyboard focus I can select the buttons with my keys/gamepad but if at any point I press a mouse button my keyboard won't do anything anymore. Any easy fix for this?

odd ember
#

@nova pagoda how are you testing this?

round dock
#

can a blueprint struct inherit from another blueprint struct

#

like a weapon is also a item

#

or is it CPP time for me

prime berry
#

can you elaborate a bit on what you're trying to achieve?

round dock
#

i want an inventory that can carry a different items

#

one type of which could be weapons but it could also be, who knows, maybe potions

#

but they're all just data

odd ember
#

you need a class hierarchy

round dock
#

yeah how do I do that in bp

prime berry
#

Actor > Item > Weapon
Actor > Item > Potion

#

like that?

odd ember
#

yeah

#

look up class inheritance

#

in the UE4 documentation

#

it should give you the basics

round dock
#

Do they have to be actors if they're just data?

#

I understand inheritance

odd ember
#

as a bonus you get to learn how to use the cast node

#

woop woop!

trim matrix
#

@round dock you could use structs instead

round dock
#

holy shit guys