#blueprint

402296 messages · Page 425 of 403

odd ember
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yeah if you're just dealing with data then present it as a data table

round dock
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so there's no way to inherit structs

odd ember
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not in BP

round dock
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cool that was the q

odd ember
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don't think you can in cpp either tbh

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although

trim matrix
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you can

odd ember
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you can create composite data tables

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so maybe there is a way in BP

round dock
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i recall having done it (somehow) in cpp before

prime berry
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I don't even get what "inherit structs" means in this context, so sorry for my misunderstanding of the initial question 🤔

trim matrix
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f.e. if you want stuff to be able to be in data tables you have to inherit from FTableRowBase

round dock
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like make a very basic item struct with one variable, say Display Name

odd ember
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@prime berry data inheritance as opposed to functionality inheritance

round dock
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then a weapon child of that that includes variables like Range, Damage, etc

prime berry
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ooohhh

round dock
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so they can all be grouped together and displayed in an inventory

odd ember
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you'd be better off with a class hierarchy though tbh

round dock
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i mean yeah i've been told to do that because "pure data" never stays "pure data"

odd ember
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there is a distinction between the visual UI and the functional mechanics

round dock
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well this grouping would be used under the hood as well

odd ember
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I've been told that NVMe SSDs are standard now

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you shouldn't believe everything on the internet

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@round dock your data wouldn't mean anything under the hood unless it was accompanied by functionality

round dock
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stored in the same array

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as an inventory

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with the functionality in the classes that uses them

odd ember
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yeah it's fine for storing but when it comes time to actually equip those items, they need to also have functionality

round dock
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anti-oop as hell but it just seems like a way better use of RAM

odd ember
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it's not anti oop

round dock
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what im suggesting it

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*is

odd ember
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anti oop would be a fully fledged ECS

round dock
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that's my preference, actually

odd ember
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but you're not gonna get that in UE4 unless you make it yourself from scratch

round dock
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my engine was built as an entity component system

odd ember
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that's great but this is a UE4 forum sir

round dock
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but alas

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it seems like a waste for a character to be carrying around a bunch of actors as inventory items

odd ember
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you can store them as soft references in a data table?

round dock
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like, actors have world position and i don't need that. and i can't make them objects because they dont have a world instance or whatever

odd ember
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then instantiate them when necessary

round dock
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lemme look up this data table thing

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and soft references

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data table doesn't seem like it'd work because every entry has the same value types

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where as my entries are only going to have a few similar values with the rest being specific to item type

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off to visual studio!

trim matrix
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Should I use RInterp to smooth a moving location ?

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It works with rotation, but I don't know about Location.

distant sedge
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Sounds like you can just make an Object class, if you don't want the overhead from an Actor.

glacial eagle
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Yuki - use the vector version. There's one around.

round dock
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I was running into the problem where Objects can't do certain things like Apply Radial Damage, and Play Sound at Location

glacial eagle
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You need to implement GetWorld() for the object in C++.

round dock
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so i was like "well i make all the weapons just data and put the functionality in the player class"

glacial eagle
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Objects don't have a UWorld by default, since they can exist anywhere. As such they can't access many of the static functions that require a world context.

round dock
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so it seems like kinda a lose lose situation

glacial eagle
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Weapons are very commonly implemented as actors

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It's not really wasteful, since it's what the actor class is designed for.

round dock
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even when they don't show up in the world?

glacial eagle
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Sure

round dock
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fuck it lmao

glacial eagle
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None of my weapons have visual components, but they're actors

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The behaviours are created in components, and I use the actor as a "shell" class to tie functionality together. Worked well for me so far.

trim matrix
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Vector Spring Interp ?

round dock
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do you just leave them attached to the character or say fuck it and let them stack up at the origin

glacial eagle
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I attach them

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Vehicles rather than characters in this case, but same principle.

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Plus if I then want to add visual components I can.

round dock
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good deal didn't think of that

glacial eagle
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If you're feeling brave you can try switching to gameplay abilities, but you kind of have to opt-in to the full system.

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There's a fully fledged example now of a GAS-based shooter.

round dock
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oof if every video on it is an hour long it is probably too new or too smart for me

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but this looks interesting

glacial eagle
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Yeah it's quite involved and takes time to get used to and setup, but it's very flexible once you get to that point.

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I like making life difficult for myself though 🤷

trim matrix
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i'm about to make an inventory too

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Vector Spring Interp have Execution pins...

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🤔

proper vine
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Can some one help me ? Im getting this weird yellow and blue stripes in my transforming actors and even in my lines i dont really know whats going on with my project

inner sandal
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Anyone got any input on reverse playing media textures? I've asked multiple times but its fizzled out each time.

prime berry
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@proper vine did you accidentally edit the gizmo material? it's in EngineContent/EngineMaterials and it's called GizmoMaterial

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that would at least explain the arrows

fair magnet
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Hey there Is there a way to get a "actor is doing this since that many seconds" ?

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I want something like a count which I can multiply

proper vine
prime berry
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can you delete the filter?

proper vine
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the filter is not active

prime berry
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I mean deleting the word gizmo from the search, but yeah I guess if it's not there then it's not there 🤔

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question is how you managed to do that

fair magnet
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Gotta delete the word

prime berry
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if you downloaded it with the launcherm you might want to verify your engine files to see if that restores it

thorny relic
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@fair magnet store the game time when they started the action in a variable, then compare against the game time now if you want to know how long they've been doing it?

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Also your name is very hard to @

fair magnet
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No need to @ @thorny relic

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Thanks @thorny relic I managed to do it c:

trim matrix
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So here's my Blueprint and what it does at the moment :

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As you see it's not properly interpolated when I use the movement axis too fast.

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I don't know how to use the Vinterp To node with my system.

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Like... I don't know what's supposed to be Current or Target. Is Target the Weapon's offset so it goes back to the original position smoothly?

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Or should I interpolate the Axis first ?

upbeat sinew
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Have you tried using a Finterp? and making that into a vector?

trim matrix
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No.

upbeat sinew
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Your player 3D?

trim matrix
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What ??

upbeat sinew
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Oh I havent clicked the video

trim matrix
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Yes watch it.

upbeat sinew
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._.

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It seems to be happening while you start the Vinterp

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Maybe after reaching a certain velocity then start the Vinterp

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That way it wont jump between the movement values so fast

trim matrix
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The Vinterp has no effect.

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You could just ignore it as it is set on my screenshot.

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I just set it just to show it's supposed to be used, but I don't know where or how.

atomic salmon
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@proper vine if you are using a launcher version of the engine, you can do a repair from the launcher. Whatever has been modified which is standard to the engine will be reset to default.

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Just in case, make a backup copy of your project first.

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Just click Verify.

trim matrix
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Ooooooo ! Solved.

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I just used my Mesh relative location for Current Location like I did for the rotation interpolation.

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Umh... it's still a little weird tho...

steep verge
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guys i need help, I've encountered a problem with the first person character every time when i look forward my character doesn't seem to play the idle animation but if i look any were else the idle animation plays

pulsar sparrow
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my punch montage isn't playing?

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the anim montage works when I place it in the game but when I try and make my character do it it doesnt work

trim matrix
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A regular health system: 100% in BP_Char/Player or semi? Also linked to Game instance if you maybe switch levels/maps?

uneven jolt
still sigil
fathom portal
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@uneven jolt see how it says "target is BTTask Blueprint Base"?

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It means that's the type of object it needs to run that function

blazing obsidian
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stop player input -> nearest navigatable point -> timeline an arc moving player to that area -> re-enable player input @still sigil

fathom portal
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And because you're not currently in a "BTTast_BlueprintBase", "self" doesn't work as a target for it @uneven jolt

still sigil
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How do I define what's navigatable though? Is it similar to how it's done for AI characters, where I use a Nav-Mesh?

blazing obsidian
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exactly

fathom portal
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@still sigil your navmesh tells your game what points are navigatable

blazing obsidian
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be sure to use nav modify volumes to craft the navmesh to suit

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use nav filtering if other ai can traverse too

still sigil
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Gotcha, that makes sense. Thanks guys. 🙂

fathom portal
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While we're on @still sigil's topic, what's an efficient way to find a nearby point on the navmesh?

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Without simply looping around blindly seeing if they're valid

blazing obsidian
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nearest navigable point node

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or nearest reachable point

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ddepending on use case

fathom portal
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Lemme get a reference to my nav mesh and try it out

blazing obsidian
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you dont need one

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node resolves navmesh itself

fathom portal
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This one?

blazing obsidian
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aye

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you dont have to supply navdata or filter class

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just give it a radius and origin

fathom portal
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Interesting, cool

still sigil
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Oooh!

blazing obsidian
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thats the reachable one, there is also just "get point in radius"

fathom portal
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I currently can't get my AI to even move on my nav mesh, so this is more for the future

still sigil
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That's even better.

blazing obsidian
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if your char isnt on the navmesh the reachable one will likely fail

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its more for.. like finding a point in the same room as the ai, not making them try path through walls?

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for gamemasters case id just search for navigable point

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also, get into the habit of cleaning up navmesh if you use it

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can cause issues with small unintentional pieces of navmesh in geometry

fathom portal
blazing obsidian
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aye

fathom portal
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Sweet

blazing obsidian
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👍

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you can do the same with EQS, but this is cheaper

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if you need more than this, youd use EQS

distant sedge
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That'll get a random point, gamemaster probably wants ProjectPointToNavigation to return the player back to nearest safe area

still sigil
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^ Yeh, that.

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It sounds like either one could work for what I'm trying to do. I could try both options, and see which works better.

blazing obsidian
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definately best way

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see what works and go with that ^^

still sigil
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So in theory, once the "Move to Random Radius" command is called, the player character should start moving to a random point in the nav-mesh, right?

distant sedge
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AI MoveTo only works with a Pawn using an AIController, guessing your player has a player controller

still sigil
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Yes. Is there something I can substitute it with?

distant sedge
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SetActorLocation if you're trying to teleport player

still sigil
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I'm not. I'm trying to get them to move to a location.

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Or rather, get them to jump to it, but I'm trying to work out the navigation part of it first.

odd ember
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@still sigil just add an AI controller

uneven jolt
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what node should i be using to execute it? And how to fix this error?

maiden wadi
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You shouldn't need both of those activates.

odd ember
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@uneven jolt why do you want to execute it?

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it serves no purpose if not used in context

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you're better off not having it

distant sedge
still sigil
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I've never used that one before. What's it do?

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The Suggest Projectile Velocity.

surreal peak
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Click on the link :P

still sigil
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So like, it's basically a more scripted "Launch Character?"

surreal peak
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It doesn't replace Launch Character

still sigil
odd ember
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yep

surreal peak
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+- yes

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Might want to check if you have to override XY and Z Velocity

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Cause if not then it might miss the target location.

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And you need to fill in the rest of the variables on the left

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Launch Speed etc.

odd ember
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would be great if that node also gave a directional vector, but I suppose that's just normalizing the suggested velocity?

surreal peak
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Depends on what direction you want

odd ember
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the suggested direction

surreal peak
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Then yeah

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It's basically the direction you will fly off from

odd veldt
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Simple question, but I can't find a good solution. If I disable actor tick if not rendered... how can I enable it if it is visible again?

still sigil
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Hmmm......Well it's certainly doing.....something. He doesn't seem to be going anywhere though.

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He just kinda jitters off the ground for a second when I press the debug key for it.

fathom portal
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@still sigil shouldn't the launch speed by set?

still sigil
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I did. I set it to 4.

fathom portal
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Ah, ok

still sigil
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Ahh, there we go. Got him actually lifting off the ground.

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But he doesn't appear to be trying to go to any of the points in the Navmesh. He's just jumping in place.

odd ember
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probably need a lot higher speed than 4

still sigil
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I set it to 700 now. He's actually launching in the air, but he doesn't move anywhere.

fathom portal
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Print out the "return value" and see if the search even worked?

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And print the origin and the random location to see if they're not the same

odd ember
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@still sigil try even higher

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you probably need 10k or more

still sigil
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Yeah, it's something with the Random Nav Radius. It's just printing the same location value over and over again.

odd ember
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okay but this method supercedes the navmesh

fathom portal
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For both origin and random point?

odd ember
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so why are you involving the navmesh?

still sigil
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....Cause I was told to use it?

odd ember
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have you tried without the navmesh?

still sigil
fathom portal
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Wait, those are "random reachable point"

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If you're off the mesh, no point is reachable

still sigil
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Ohhhhhhhh. Woops. XD

fathom portal
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Don't you want "Get Random Point in Navigable Radius"?

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I think at least

odd ember
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@still sigil you don't supply a navmesh

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the nav data pin is unlinked

fathom portal
still sigil
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Okay, the origin is the player. Correct?

odd ember
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well try supplying it

fathom portal
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Yes

still sigil
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And the radius is just whatever is walkable I assume.

fathom portal
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Radius is the max distance you want to send them

odd ember
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check what it returns

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my guess is that no location is found

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so either it can't find the navmesh

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or your character isn't navmesh enable or some shit

still sigil
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Still printing the same location over and over.

distant sedge
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Try 1000 for speed and check Favor High Arc

odd ember
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@still sigil but what does the bool return

still sigil
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False.

distant sedge
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If you dont want to do a projectile path trace or worry about speed, there is custom arc version

odd ember
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@still sigil then for some reason your actor can't find your navmesh

still sigil
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Not sure why then. All he needs to find it is an AI controller, right?

odd ember
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if you have an AI controller see if AIMoveTo works

still sigil
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It does not.

odd ember
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what is your actor's class?

still sigil
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It's a player.

odd ember
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that's not a class

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a player is a person

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playing your game

still sigil
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No the pawn, is a player pawn. As in it's a class you control.

odd ember
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yeah but it's not a given. but ok if it derives from the pawn class it should understand navmesh movement

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hard to say what's going on though with no information about your setup

still sigil
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You said before I don't need the navmesh? How's that method work? Cause I'm not really getting anywhere with this current method.

odd ember
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@still sigil use the suggest projectile velocity without plugging in anything about the navmesh?

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if you want to use the mouse cursor to find a point you can project screen to world and get coordinates that way

still sigil
odd ember
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try to get it to work alone first

still sigil
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Which makes me feel like I do need the Navmesh, cause there needs to be something there to let the game know what's a safe walkable area, and what's a hazard.

odd ember
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then you can consider the navmesh approach afterwards

still sigil
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Does the character need to be in the Navmesh at all times for it to work? Cause the navmesh is only in the room where I intend to put the hazard.

odd ember
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first: does it work without navmesh?

still sigil
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No, it does not work without the navmesh.

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For some reason. I don't know why the launch thing isn't even working now.

haughty axle
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guy I need some help, i am too stupid to some stuff. I am trying to build push animation by pressing key F, but can't find the way how to trigger it. Build IputAction in character BP, builded up animation states in animation BP, but cant figure out how to make it work all of it in animation event graph. building everything on basic thirdperson BP.

odd ember
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you need to set the variable inside the transition states. look up a tutorial @haughty axle

haughty axle
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i tried but not working, i have the variables

odd ember
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hence why I suggest you find a tutorial

loud cipher
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I got a grenade system and a ai hooked up to anydamage, how can i set this up so it takes damage in a radius

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I cant seem to hook it up so it refrences to the ai

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Or what origin does

haughty axle
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hence why I suggest you find a tutorial
@odd ember i tried bunch but still not working, i will figure it somehow

still sigil
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Ah HAAAA!

odd ember
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@loud cipher set the origin

still sigil
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It's launching him SIDEWAYS for some reason!

loud cipher
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Set world location?

odd ember
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@loud cipher set it to where you want the grenade to damage

loud cipher
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But what about the ai? not taking any damage

frigid anvil
loud cipher
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Ahh

frigid anvil
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I think you can use this too

odd ember
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yep both will work

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radial damage can determine damage based on hit info, though I feel that's a bit backwards

frigid anvil
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But remember to set the grenades origin to where it should apply the radial damage. It will probably be at the grenades location when it explodes

loud cipher
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Still nothing

odd ember
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you need to do something with that event

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just having it doesn't do anything

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you need to create a health system etc.

loud cipher
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It has one

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Well ill come back to death

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I will set up throwing for now

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Thanks

still sigil
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Okay, so it would seem that the projectile velocity will only launch the character upward if I use "Random Reachable Point in Radius," instead of "Random Point in Navigable Radis." But even then, it only launches the character straight up, and he doesn't try going anywhere.

odd ember
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@still sigil that means you get a null vector returned

still sigil
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Very strange.

steep verge
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I need*

frigid anvil
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Can you show me the animblueprint @steep verge ? Maybe the issue is there?

distant sedge
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@still sigil Using the SuggestProjectileVelocityCustomArc and LaunchCharacter nodes, use a line trace to where camera is looking but can replace with your safe area spot.

haughty axle
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can i split SET SPEED node in two different ways? or any node?

frigid anvil
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What do you mean by splitting Set Speed @haughty axle ?

haughty axle
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i need to link second one to same speed to get animations but can't figure it out

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What do you mean by splitting Set Speed @haughty axle ?
@frigid anvil here

odd ember
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@haughty axle what are you trying to do?

frigid anvil
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You just need to set the IsCrouching? variable?

haughty axle
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i have to animations Crounch and Push, and idk how to make both to work

frigid anvil
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Just connect it to the end of Set IsPushing

odd ember
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yep

haughty axle
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are you fkaing kidding me

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i am retarded

frigid anvil
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And you dont need to cast twice. You can drag both of them from the same Cast node

haughty axle
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i am not talking here anymore

still sigil
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@distant sedge That's what I'm having trouble with. I can't seem to be able to set a safe spot area.

haughty axle
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@frigid anvil @odd ember thnks guys

odd ember
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I did nothing

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it was all that other guy

steep verge
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Sebb ill send you a picture of the anim blueprint when i get bach home

frail plaza
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Hey guys, is there a way to do a select node with ranges? Where if the index falls within a-d use option 0, e-g option 1, etc? Or is there another node to use for something like that?

odd ember
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there are many different options, depends on your context

frail plaza
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Trying to break health down into damage brackets. Health below 150 = Critical, Health >150 - 350 = Hurt, 350 to max health = healthy.

Right now I just have multiple branch nodes and it just runs down the list but there seems like there should be a better way. I also have a couple other systems that use a similar bracket system but have more than 3 brackets so branch trains just become even more unwieldy.

distant sedge
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Make a macro with multiple outputs

frail plaza
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The trouble I'm having is the splitting into outlets, maybe I misunderstand what you mean.

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Wouldn't the macro just be all the branch nodes?

fathom portal
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Yes, the macro would just hide the problem

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Do you have an enum?

frail plaza
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I'm just looking for a better way to do this, not exactly just hide it.

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Yeah, I've tried enums but I'm still very new to the editor and just general coding practices as well so I wasn't able to make anything that didn't devolve into multiple branch nodes.

fathom portal
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You could always do this:

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Crap that 3 should be a 2

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Copy all that and paste into your graph

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Actually do this one:

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It's the raw version, easy to copy

frail plaza
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Thank you very much for the help. I'm not sure if that changes my situation, although it is a bit easy to understand at a glance than my mockup.

fathom portal
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I mean, I don't know of a better way

frail plaza
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Yeah, there may not be. Thank you very much!

mental sail
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Hello, I am having trouble with a construction blueprint script, I have a static mesh component that I change for each placed blueprint in the scene, and some sockets on said static mesh, that I read and save in the construction script. This works well for the default static mesh set in the blueprint class, however, when changing the static mesh in an blueprint instance, it still uses the values of the socket locations of the original mesh from the blueprint class. I would have expected it to read the data from the instance static mesh...

frail plaza
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@fathom portal Looking through it again I think the branch nodes might still be a better choice than the InRange, with that set up would it not have to run through the entire chain every time where as a branch chain would break off early as soon as it hit the correct range?

fathom portal
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naa, the selects only need to go to where they find a valid value

frail plaza
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Ah alright, thank you again 🙂

maiden wadi
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@mental sail Without seeing what you have, all anyone can do is speculate.

still sigil
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What's infinitely looping?

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Just the whole code?

odd ember
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the ENTIRE code

distant sedge
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Your shroom is probably overlapping with the box spawning another shroom

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Do Once node is a good start

trim matrix
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doonce then reset on end overlap

maiden wadi
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You could also set your collision channels to ignore the mushroom and only detect the player thing that's supposed to hit it.

rocky niche
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Volume camera blocking dosent work, near camera cliping dosent work, spring arm settings dosent work. HELP 😦

odd ember
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@void pivot google how to debug blueprints in ue4

mental sail
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I tried moving the logic out of the construction script into event graph with a custom Update event, which is also triggered by the construction script, or manually triggered by a button in the editor. The construction script still populates the socket names read from the static mesh that is the default static mesh, even after I change the static mesh in the blueprint instance...

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So basically, I get the same unexpected behaviour out of this setup as well.

mental sail
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Alternatively, I've been trying to figure out how to programmatically add or set a static mesh component in a blueprint that reads the static mesh from a variable, but It seems impossible. The closest I could come up with is setting an instance static mesh from a variable.

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Actually never mind, the same function that sets the mesh on an Instance Static Mesh component can be used to set the mesh on a regular Static Mesh component! How useful...

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I used this to get around my previous problem... 🦆

maiden wadi
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@mental sail I know this doesn't concern your issue, but another thing to note about the construction script and arrays, is that the arrays aren't cleared on construction script update. It shouldn't pose an issue with yours as you're setting the entire array instead of just adding to it, but just a forewarning if you didn't know.

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@rocky niche Make sure that your terrain mesh is blocking the same channel that your spring arm is set to.

mental sail
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Thanks, the Construction script is odd, it seems like some things behave like class variables, and other times they behave like instance variables...

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I think I would extend what you're saying about arrays, to Static Meshes Components as well, that would explain why the values read seem to not correspond to the instance

mental sail
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More juicy Blueprints weirdness

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While the other socket names which use the same search string prefix, BUT are called within a function, work fine, and have not trouble finding the string prefix in the list of socket names...

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Is this a timing issue? Do the other searches work by coincidence, just because they are within a function call, and the values are updated in time, but in this case they are stale? I am so befuddled.

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Or am I tired?

hollow cape
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I don't see the issue @mental sail

carmine thorn
#

Does anyone here have any experience in implementing an A* algorithm?

cobalt ferry
#

been a long time

coarse obsidian
#

HI there, I'm trying to play a single section of my animation montage. I can't find a way to do it. Looks like there is no blueprint node for that, am I right ?

pulsar orchid
#

Is it possible to make an AI move in a direction as opposed to a location? I’m trying to have an AI duplicate the player’s pathing, but a couple of seconds after the player does it.

blazing obsidian
#

just add input to its movement component @pulsar orchid

#

@coarse obsidian dont believe there is, you can duplicate it and crop it in the editor though

pulsar orchid
#

@blazing obsidian Hm, I’ll look into it in the morning, thanks! I have done a few variations of utilizing the player’s location in an array that the AI then follows, the issue comes in when the player jump and then the AI tries to duplicate the jump, as the player has air control and simply having an AI move to a location does not grant air movement it throws the timing of the move-to array off. Thanks for the info!

coarse obsidian
#

@blazing obsidian thanks,

ember wharf
#

Anyone know if its possible to have a spawned actor to rotate with the player? im trying to make a flamethrower attack that comes from the player so i have it spawn but it seems to stay in space

blazing obsidian
#

@ember wharf use attachtoactor node

short coral
#

Hello , can anyone help me with this error?

#

[Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file 'C:\Users\Ibrahim Hajar\AppData\Local\UnrealEngine\4.23\Saved\Swarm\SwarmCache\AgentStagingArea\v1.9A15A2F9FFA772FA1F043A368349B1BC910B80E9.mtrlgz' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Editor\SwarmInterface\DotNET\SwarmInterface.cs:line 160

#

I can't build at all , it would crash at a specific point everytime and would say failed to start swarm agent then give me this error

chilly jetty
#

Hi there, I'm quite new to unreal, I've set up some basic movements for a pawn but it doesnt seem to be moving

#

its just that but its not working

viscid skiff
#

I know this is fairly simple, but how would I make it so when I click a button, it fires an event in a group of 5, I click the button again, it fires the next event in the group?

#

For example, I click a UI Button and it sets the Quality Preset to Medium, then again to High, then back to low, then medium etc

rocky niche
#

@maiden wadi thx i will check that, @void pivot maybe noob but try to find something about that noob question, and remeber you where noob to 😉

zinc thistle
#

Hey all

ember wharf
#

@blazing obsidian thank you! worked perfectly

zinc thistle
#

can anyone explain how to apply a material to a spline mesh? its just showing grey

ember wharf
#

If im maklng a projectile that gets bigger when holding a button then launches it should i use projectile movement or add velocity in the control blueprints?

zinc thistle
signal cosmos
#

Hi guys, is adding and removing HISM instances over and over again during the gameplay will mess up GC at some point? Or is it acting as a pool so it doesn't matter?

zinc thistle
zinc thistle
#

the issue was a checkbox in the material settings for Use with spline mesh, if someone wants to sue that blueprintUE

obtuse depot
#

Does anyone know why SpawnActorFromClass node cannot be used in a Blueprint function library?

#

It's not an issue that it can't be used for me, I just want to know what the technical reason is etc

sick sapphire
#

how do I make a 'fade out' effect in blueprint? like making a component slowly become more transparent
so basically setting opacity of component over a timeline i think
how do I do that

still nexus
sick sapphire
#

wait
how do you get 'color'

#

@still nexus

still nexus
#

get color*

#

this isnt in construction script

sick sapphire
#

@still nexus not getting it
closest thing I'm getting is Get Color And Opacity, but thats for widgets
im trying to use the fade thing on a cube component with a material on it

still nexus
sick sapphire
#

@still nexus cool, thx

sick sapphire
#

@still nexus never mind I just used Material Params in translucent material

leaden glacier
#

Hey, i'm trying to set a mesh to rotate the same way an HMD is rotated, but for some reason this: https://i.imgur.com/ETnxC8Q.png creates a bit of a janky situation in which the mesh rotates a lot more than the hmd rotates. Anyone happen to know why? It almost never makes the mesh align with the hmd rotation, just sometimes, shortly.

patent ermine
#

Would like some direction as to how i would go about doing this. Im pulling textures from the web with "Download Image" node in blueprint. Then once pulled from web, i create a dynamic material and apply it to a mesh. I'd like to be able to "cache" this material, in other words, maybe dumping it to user disk, so that way next time i launch the project, i'll browse directory and load those materials from disk. I'm trying the node "Export to Disk" to dump the textures, but this fails, and i'm assuming its failing because the textures pulled from web are Texture2DDynamic. How could I possibly save these dynamic materials to disk, or even just the textures, with a text file description that I can then re-create on next project load. Thank you

signal cosmos
severe lantern
#
  • you expect 101 events since the first index is 0 not 1
  • i think each loop resets the delay/timer. If you put a print before the SetTimer, it should print 101 times
signal cosmos
#

Actually, It's just for a test so it's not the print string that is really important, but the fact that I'd like multiple timers to be launched. How could I achieve that?

split wasp
#

see the red line

#

you are creating new binding to that event on every loop step

#

so it keeps forgetting previous binds

signal cosmos
#

@split wasp But the function SetTimer actually creates a new timer? It's just the event delegate that forgets?

split wasp
#

yea, you have 100 timers but only last one is bound to that event

#

now, you can use timer by function name to quickly solve that

#

but im sure there's a more elegant way to do that

#

or perhaps, use CreateEvent as the delegate

#

that might work too

signal cosmos
#

I tried that (CreateEvent), but no, it does the same. I'll try with function name.

gritty plover
#

I'm trying to get the player's movement direction relative to the world, but in a situation where they're NOT being moved by the character movement, so doing Get Velocity doesn't work, because it equals 0.

cyan lion
#

if you are rotating player towards movement "Get Actor Forward Vector" should be helpful then multipllie it by player speed

fallen glade
#

how do you spawn a collision ?

thorny cedar
#

i solved the problem that my joystick isnt centered, but now it moves from -0.5 to 0 to 0.5, but my tires in my car dont move to the higghest angle anymore

gritty plover
#

@cyan lion I am not. Is there a way to use the player location to determine the direction?

cinder dirge
#

@gritty plover You can calculate velocity using (WorldPosition - PreviousTickWorldPosition) / DeltaTime. If it is your own code that updates the position, it would be easiest to calculate velocity at the same time. Otherwise you'll need to keep track of the position from last frame so you can calculate the difference.

gritty plover
#

So I'd need to use Tick?

fallen karma
#

Hi, I am creating a local multiplayer game that is a 3vs1, 1 player has to try and destroy a party while the other three try and stop him. There is going to be 4 rounds per game and I want the game to automatically rotate between who is the person trying to destroy the party, so first round player 1 is that person, second round player 2 is that person etc.

I can make the switch of model in unreal to happen and change place, but it is still the same person controlling the character. And for some reason one player dissapears each round except for the first, so durign round 1 nothing happens, during round 2 player 2 disconnects, during round 3 player 3 disconnects and during round 4 player 4 disconnects. Would anyone be so kind as to help me out and look over my blueprints? Im quite new to Unreal but have worked a bit in unity before.

cinder dirge
#

@gritty plover Not necessarily. You could use (WorldPosition - WorldPositionWhenLastUpdated) / TimeSinceLastPositionUpdate

gaunt mantle
#

What's the proper way to get the root capsule component when you have a reference to the pawn?

gritty plover
#

Works perfectly. Thanks.

odd ember
#

@gaunt mantle get capsule component

thorny cedar
#

@odd ember i got my axis problem solved btw 🙂 i substracted 0.5 and then multiply by 2 and it worked

#

actually i dont know why. what i think i did is setting my new center to 0.5 and the new extremes to -1 and 1 as Unreal expect it

#

where can i set the deadzone for usb generic usb controller axis?

odd ember
#

@thorny cedar yep exactly, that's called normalizing to a range. there are nodes for it as well but I'm glad you figured it out

#

deadzone values exist in the project settings under input

thorny cedar
#

im using a usb generic controller axis but i cant find any of these in the input settings

#

i also found raw inputs and a offset value that i can define for a specific axis

#

i need to have the values 1 and -1 as axis, i can also save the values and use them after i made the input, but it would be better to have them directly as input

odd ember
#

I don't have UE4 in front of me so I can't check but there should be just a generic controller in there as well

leaden glacier
#

I'm trying to get a position just behind the HMD in my project, can i somehow use the world position of the HMD and the forward vector to get a world position just behind it?

#

The answer is yes

thorny cedar
#

can i deactivate some specific input devices?

#

foe example joystick inputs to avoid random jittering?

signal cosmos
#

Is there a way to get the fixed framerate?
I would use GetWorldDeltaSeconds but I'm affraid that a hitch can occur at this specific moment, fxcking up all my computations ahead

#

The reason is, I have a speed value, and the actor is updating its position every tick, depending on this speed value. The problem is that the speed will variate depending on the frame rate the game is running at. To compensate that, I divide the speed by the frame rate.

atomic salmon
#

@signal cosmos fixing the frame rate is possible but requires recompiling the engine

#

Like you did, the right way is to make your calculations dependent on the Delta Time

signal cosmos
#

@atomic salmon Okay, but Delta time can variate if hitches occur :/ And If I run the game without using fixed framerate for instance

atomic salmon
#

Yes, this is how UE4 is designed.

#

Some functions directly take into account Delta Time. For example Add Force and the like. Some others require Delta Time as a specific input, for example FInterp and similar.

signal cosmos
#

hmm.. so the way I'm moving the actor (with only set actor location) is not really a good way to do it? (I don't use characters or pawn, it's for a custom movement).

atomic salmon
#

If you want to move your actor with a constant speed, you need to multiply that speed by Delta Time to find the amount of movement to set at each frame.

signal cosmos
#

Oh okay, so I'm doing it right then?

patent ermine
#

I have an example string "Test?random" ... is it possible to remove everything from that string that proceeds the questionmark? In other words, "?random" would be removed from that string.

atomic salmon
#

Yes, correct. Multiplying the speed by Delta Time or dividing by FPS is the same as Delta Time = 1 .0 / FPS

#

@signal cosmos

snow geyser
#

my AI dont face the way they are moving, but I dont see any input for that on AI MoveTo?

atomic salmon
#

@patent ermine use FindSubstring and then GetSubstring or Left

signal cosmos
#

@atomic salmon Okay cool. But now I may face another problem. I want to determine the amount of time the actor will take to get to a point. The speed and the direction is constant.
I want to fire an event at the specific moment when the actor is supposed to arrive at the location. Does timer or delay take the delta time into account?

ocean radish
#

@snow geyser You using CharacterMovement?

atomic salmon
#

@signal cosmos just do distance/speed

#

timers are reliable yes

#

delay I won't use honestly

signal cosmos
#

Okay, so it's distance/speed or distance/(speed*delta time) ? Delta time doesn't matter here?

snow geyser
#

@ocean radish yes its inherited on my NPC

ocean radish
snow geyser
#

yeah thats selected, but for some reason the angle they face isnt accurate

atomic salmon
#

@signal cosmos basically at each frame you calculate the amount of move based on speed * delta time, but then recalculate your speed based on distance to destination/residual time to get there

#

check also at the last frame that you are not overshooting the target, so if residual distance < move distance then just move by residual distance, then you are on the target

ocean radish
#

@snow geyser could be an issue in your AI actor bp, might have some rotation already appied to the mesh comp or somthing

signal cosmos
#

@atomic salmon Oh yeah, now that makes sense. Thank you very much man! That helped me a lot 👍

atomic salmon
#

@signal cosmos you are welcome. if you have the chance take a look at the source code of Finterp because this is how it does it

signal cosmos
#

Ah good to know, I'll look at it

snow geyser
#

@ocean radish ah youre right. For some reason the default body from UE4 needed to be turned -90 to face its arrow

#

ty

jolly trail
#

I'm a bit stuck here

#

I have a boolean in BP_Scare1

#

When the player walks into a collision box in BP_Safezone it should set a boolean to false and send it to BP_Scare1

#

though i'm not sure what to connect Object to

distant sedge
#

Other Actor from the overlap node, that's who comes into the Safe Zone

fathom portal
#

@jolly trail ^

jolly trail
#

Oh! I'll try that thanks guys!

lament pawn
#

Hello all.

So I have this basic blueprint here, for animations. Until now I worked with blend spaces 1D, but what I want now requires a 3D blendspace.

#

I wish to set animations for forward, backwards, and side walk.

#

my issue is that, I know how to get velocity, but not direction.

#

who can mentor me for 1-2 min max. Thank you.

trim matrix
#

@lament pawn Create a new project and take the thirdperson template, there is one example^^

lament pawn
#

@trim matrix I have that, I imported my animations and now I'm looking to calculate direction.

trim matrix
#

sorry my mistake in content example are few example^^

lament pawn
#

Tzc, haven't look there, thanks for the pointer

steep verge
rough wing
#

Is there a function to change a size vector (float) to a normal vector

#

Or is size just like speed

#

with no information on direction?

steep verge
#

Dont think so

#

Its just the speed

frigid anvil
#

Can you show me the blendspace @steep verge ?

steep verge
#

yea sure

frigid anvil
#

Is it the animation the correct one on speed 0 ?

steep verge
#

yes

frigid anvil
#

So it works if you test it in the blendspace itself?

steep verge
#

yes it does

#

i have simplified it but the error still occurs

winter kettle
frigid anvil
#

Your idle state is not playing the idle blendspace?

lament pawn
#

So I managed to create this blendspace, that takes in speed and direction, and it works perfect for what it should do.

#

less one thing, if I press [S] key and try to move backwards, the character turns but the backward animation plays.

#

how can I maintain the character looking forward while I'm going backwards?

#

cuz I tried checking and unchecking stuff in the character BP and it's not doing it.

rich trellis
#

Hello. I wanted to ask one thing about saving game.
If I have Save Game Object with float values HP, Position and others.

And player plays it, saves its progress.
And later I will decide to add other float variables like EXP, LVL and update my game build.
Will it work with old save files? Because it will have different structure, amount of vars

And how to handle that?

lament pawn
#

There's a forum topic here, was looking into it some time ago

frigid anvil
#

Have you tried unchecking this in the character movement @lament pawn

lament pawn
#

@frigid anvil hey, I have that un-checked yes, the issue is still live 😦

#

I could just live it

frigid anvil
lament pawn
#

both are un-checked @frigid anvil

latent shadow
#

Does anyone know if datatables are zero based like arrays?

odd ember
#

seeing as you name the first identifier, it's up to you

steep verge
#

@frigid anvil i have tried without using the blend space and still it freezes when i look at the x axis

#

sorry i just went into spectator its my camera giving the problem

trim matrix
#

I have a question

#

So i have a landscape with foilage i painted on with the paint brush and a few static meshes. Would there be a way to figure out if a space is un-occupied then spawn a static mesh there if the size of the mesh can fit into that area?

rare quiver
#

I need someone who is willing to carry me, please

trim matrix
#

this ain't fortnite

rare quiver
#

to help me*

winter kettle
#

How do I destroy spawned particles?

zealous moth
#

@winter kettle either you put an self-destruct lifetime in that particle or you set it as a var and destroy it

winter kettle
#

setting as a var and destroy it with which function

#

destroy component didn't work for me

gaunt mantle
#

is it possible to move an actor with a behavior tree without a nav mesh? I tried using movedirectlytoward, but it doesnt seem to work

odd ember
#

sure if you create your own custom tasks

upbeat sinew
#

How do I destroy spawned particles?
@winter kettle set their lifetime in the particale it’s self, also make sure that the emitter loops are set to 1. If it is set to 0 it constantly loops

frigid anvil
#

So you fixed it @steep verge ?

spark robin
#

Hey, so currently Im using using the Set max walk speed node to switch from running speed to walking speed inside of my character bp, however this changes the speed like very suddenly, so theres no slow down time, it just goes from running to walking in no time.

So my question is if you guys know any way of making the character slow down over a short amount of time, instead of just suddenly changing speed so drastically
(Please ping on reply ❤️ )

gaunt mantle
#

Do you guys know why this custom move task doesnt work or is there a way I can check why this request failed? The disabled pathfinding should have removed the need for a nav mesh.

frigid anvil
#

(Ignore Crouch Height. It's supposed to say Alpha)

steep verge
#

@sebb i couldn't fix it its a unknown error witch i have never encountered and no docs found it has something to do with the first person character and sadly i had to recreate it but now theres no problem 😂

eternal rock
#

Anybody here wanna team up and make a game? i have some ideas for a couple games and want to find a solid programmer who knows Unreal Engine. We can split revenue evenly....If interested DM me

ocean radish
#

@gaunt mantle your target location set to somewhere it can get?

gaunt mantle
#

@ocean radish Do you mean is the location a valid value or that it can path-find there? The location is randomly generated every few seconds and they seem to be valid. There isn't any obstacles so there shouldn't be anything preventing it from moving

#

but for some reason, it isnt moving at all

trim matrix
#

Ok i have an issue

#

I have like 5 'tents' I need to search for gas cans for the player's car in a forest. How can i make it so i can go to each tent, spam E on it, and it either returns "You've found a gas can" or "You found nothing" and then prevents that specific tent from being searched again?

ocean radish
#

@gaunt mantle can you take a screen shot of your ai character

frigid anvil
#

I can show you a way in 2 sec @trim matrix

trim matrix
#

ok

#

@frigid anvil

#

nevermind then

gaunt mantle
#

and the AI controller blueprint, my shark character blueprint doesnt have anything except for a function that changes the movement speed and that it is auto possessed by the shark ai controller

fossil tangle
#

Does anyone know why when I try to edit this property it won't let me because it's flashing fast? This happens on my home computer now at school.

frigid anvil
#

This would be in your tent blueprint and then you can activate it however you want. I am doing it with a OnClickedevent

trim matrix
#

but how can i make it where that spawned instance cant be searched again?

frigid anvil
#

Thats what the CanSearch bool is doing

trim matrix
#

oh ok

distant sedge
#

@gaunt mantle Still need a NavMesh, not using PathFinding means it'll try to move in a straight line

gaunt mantle
#

@distant sedge how come the Move To Location or Actor function works perfectly fine when I call it from inside the character blueprint? The only difference is that its being called from a custom task blueprint. I would love to use the nav mesh to avoid obstacle, but it doesnt work for 3d navigation

frigid anvil
#

Let me know if you got any questions @trim matrix

distant sedge
#

@gaunt mantle Is your GeneratePatrolLocation task succeeding and the MoveToLocation being hit?

trim matrix
#

Ok @Shebb

#

@frigid anvil I do have one issue

#

i can still search the same tent after i searched it

gaunt mantle
#

Yep, i verified that a new location is being generated right before the move function call and the move always results in printing the fail string

frigid anvil
#

Yes. The branch should go from False instead of True @trim matrix

trim matrix
#

?

frigid anvil
#

2 sec

distant sedge
#

@gaunt mantle Make the Patrol Location key variable editable on your task, then on your tree set the key on the node to match wherever you're storing the location from the prior task

frigid anvil
#

@trim matrix It should go from the False execution pin. I also renamed the bool variable to avoid confusion later

ocean radish
#

@gaunt mantle have you tried setting your default movement type in the character movement comp to fly?

trim matrix
#

ah ok

#

still doesnt work

#

i dont think you're understanding me

#

I have multiple spawned actors of the same blueprint class

#

I want to go up to one, search it, and then it prevents me from searching that particular one again

#

but if i go up to another, it should allow me to search it and so on and so on @frigid anvil

frigid anvil
#

This will do exactly that

trim matrix
#

No it wont

frigid anvil
#

How are you activating the Searching event?

trim matrix
#

I copied it piece for piece and its not doing it

#

by pressing E

frigid anvil
#

Show me the blueprint that is activating it

trim matrix
#

there

frigid anvil
#

Your E event wont activate since you are not controlling your tent

#

You need to activate it from your player character or controller

trim matrix
#

yes it will

#

it does the event just not the way i want

ocean radish
#

listen to sebb, your doing it backwards

trim matrix
#

bruh my E event is firing

ocean radish
#

you should have your interact events on your playercharacter not on your item

trim matrix
#

BRUH

calm flame
#

Anyone have a blueprint for an interaction system that makes u open a inventory panel for a storage shelf, making a bunker and i want to be able to interact with storage items.

trim matrix
#

my E event is firing tho

#

ok fine ill show you guys it still wont work

frigid anvil
#

I have tested it myself and it works 100%

#

But not with activating it the way you do

trim matrix
#

IS this right?

frigid anvil
#

I would use a linetrace

trim matrix
#

WOW

#

that worked

#

I am sorry @frigid anvil

#

I have a learning disability so its hard for me to learn

ocean radish
#

no not really, thats a very strange way of doing it, you would either linetrace, or setup a collision box, around your player and just get the overlapping

trim matrix
#

I apologize

sullen lodge
#

@stoic narwhal I think I lost the idea. Say, you have a brick that's part of the table. You want that table to keep its form but move its location? Or do you want all the objects (say, tables in this example) you created to move, including the spacing between them?

stoic narwhal
#

Okay so the idea behind this is that you build something in game, then you highlight it with a big box, and save it to an array, like so.

#

Then, lets say another day you want to load up that table, you can then load it into an actor that places it down. That actor is spawned where the player is looking, and has the array of bricks sent into it

sullen lodge
#

ah I see

#

so bricks make up the table, right

#

hm

#

what do you have stored?

stoic narwhal
#

So when the actor is loaded, we populate it with all the bricks from that selection

#

But, since we're using the old locations, that table spawns at the exact location it was made

sullen lodge
#

aha so you wanna keep the relative brick position

#

inside the table

#

so table keeps being a table

stoic narwhal
#

And so, when the player moves this actor around, its origin is really far from the model

#

Yes sir

sullen lodge
#

thanks, much clearer now

#

for this you'll need to average out the center of the table

gaunt mantle
#

@distant sedge oh wow thanks. didnt realize the key needed to be editable. I thought i tested the vector value but it really was some large garbage value

stoic narwhal
#

so you can see the white table is aaaaaalll the way over where it was first created, and the origin for controlling this white table is far away, so when I want to rotate the table, it cant rotate on the proper origin point I want

sullen lodge
#

yep I understand now

stoic narwhal
#

Okay

sullen lodge
#

can tables be made different?

#

like bigger

#

or smaller

#

or long or short

stoic narwhal
#

yeah you can make whatever you want really

sullen lodge
#

then you need to choose the bricks that are the furthest away in -x, +x, -y and +y

#

and average them out so you get the center

#

then you will need to take and just move the center and spawn all bricks around it

#

that will work for all kinds of tables

#

there is probably also a second way but lemme think a sec

stoic narwhal
#

I've thought of a different way

sullen lodge
#

yea but form wont be preserved

#

since you need to spawn around an arbitrary point, but initial spawn happens without it

stoic narwhal
#

What if I use a do once node to set the location of the actor to the first location loaded, and then when the loop is finished, set the location of the actor to the orginal vector?

#

I HATE to use Do Once, but I feel like right here it would be useful

sullen lodge
#

you mean like

#

you parent all bricks to the table

#

and change just the table coords?

#

because if thats an option it would be quite easy

trim matrix
#

Hey guys! Is it possible to move or offset the collision capsule somehow?

#

and put it back after some delay

#

is it addofset?

stoic narwhal
#

How would I change them? Thats basically what I wanted to do originally 😛

#

@trim matrix You could do that, as long as its not the root component of the actor, and any children will move with it also

sullen lodge
#

just the table coordinates? You just move the parent actor and all the 'children' bricks will move with it

#

they will preserve their local location

#

its just that im not sure whether ur actually adding them to a parent

#

hence I was thinking about calculating the pivot point by averaging the outliers' coordinates and then moving the pivot point and spawning them in (same brick position + (new table pivot point - old table pivot point)) which will spawn them literally around the point the player selects. Aka new table pivot point.

stoic narwhal
#

To be honest I've come to realise what I want isnt feasable

#

Your method would work, but it would require looping twice

sullen lodge
#

how come

#

you can just edit ur current loop, one over all bricks would be enough

stoic narwhal
#

What I was thinking was just transfering the origin point, which wouldnt work as if the build was made far away from world origin then when its passed to this placement actor, it'll still be far away

calm flame
#

Anyone have a blueprint for an interaction system that makes u open a inventory panel for a storage shelf, making a bunker and i want to be able to interact with storage items?

sullen lodge
#

@stoic narwhal by origin point you mean the original table placing point right

#

what I suggested is literally moving it

stoic narwhal
#

When the bricks are saved, it uses the world locations of each individual brick in the model

sullen lodge
#

ah

#

wait I forgot to ask

#

do you have a way to split up the brick loops by model

#

like do you mark them brick_model1 or something like that

#

because if not then indeed, my idea is not feasible at all

#

but if you do have a way of grouping them per model then it would still work with the world locations

#

since the whole model is what spawns

stoic narwhal
#

unfortunately I am using HISMs

#

and they are REALLY hard to work with in blueprint

#

even deleting a instance of a mesh is difficult because the indexs arent static

#

What I have now is a fix using the 'do once' method, and to be honest its not too bad

sullen lodge
#

hmm

#

well I mean as long as it works 🙂

stoic narwhal
#

Thanks for your help @sullen lodge ❤️

sullen lodge
#

sure np

rough wing
#

Hey guys I need some help I don't really understand why it's acting this way

#

the dot product between a wall and my right vector

#

when i look directly up or down, it starts changing values really fast

#

-0.02

#

0.02

#

etc

odd ember
#

you should use the character, not the camera manager

rough wing
odd ember
#

pretty sure the camera manager just sits at 0,0,0 with a right vector of 0,1,0

rough wing
#

Im using it to check which way my camera should tilt when wall running

odd ember
#

the player camera manager isn't your camera

#

most likely anyway

#

your camera probably sits on your pawn

rough wing
#

I'm using ALS I have no idea how it uses the camera

odd ember
#

so yeah

#

probably on pawn

#

forget the camera manager class

#

use pawn, or pawn camera

haughty axle
#

the wise people of this discord, as again I come for help. I am trying to attach to component in my animation BP, but getting "accessed none" error, my animations play but jsut it doesn't attach to socket...

odd ember
#

so why are you attaching stuff in the animation BP, first

#

second what are you actually trying to do

haughty axle
#

second what are you actually trying to do
@odd ember i have item in my character BP who attaches to socket, and want it to pick up and put in hands.

#

i spawn and attach item to character mesh, and builded animations to equip and unequip, animations works but item don't

odd ember
#

your animation BP has no clue about what you're trying to pick up

#

or attach

#

so your attach logic should be in your character blueprint

#

not animation

haughty axle
#

hmmmm

#

@odd ember thx, now it works but with some issues 🙂

haughty axle
#

need help again, i need to do looping to my pickup item. Item start spawned on character, then on press key it takes it on released key puts back. but then I repeat key presses it keeps item on character. here's blueprint. is there any more efficient way on doing item pick up from socket?

stuck hedge
#

is there a way to use open level to force a new load of the level even if you're on that level? My load game function works fine if coming from the main menu, but if you're already on the level and use the load game feature, "open level" seems to reset the level, but it doesn't reset the game mode and load it like the level is just opening fresh.

trim matrix
#

Ok I have a question

#

So I got a system in place where you search tents for gas cans. On my first gas can collected, I want my AI to spawn somewhere near my location. How can I do this?

trim matrix
#

yea i just found that out but my ai aint spawning. I'm looking into it

maiden wadi
#

Show me what you have, I might be able to help.

trim matrix
#

I was doing it in a dunction that i didnt have executed

#

nevermind

little nacelle
#

is there a performance hit if i have thousands of objects loaded in but their visibility is off? i mean i know they exist in memory but does no visibility disable rendering hit?

trim matrix
#

@frigid anvil I require assistance please

#

So I made a widget to indicate i found a gas can. How can i make that pop up after i find all eight? Right now, it only works with the first search

#

it doesn't work after the first one tho

maiden wadi
#

Put a variable somewhere and update it each time you find one, or check your inventory each time you find one. If either of those equals eight, kaboom.

trim matrix
#

Thank you kindly @maiden wadi

#

it worked

#

anyone know whats happening? -- I have an fps character that instead of moving normally, whenever I press any key, it will cause me to fly in the opposite direction indefinetely (for example when I press W it launches me backwards)

#

Im kinda new to ue4 excuse my ignorance lol

#

I have the default movement bluescripts for third person game

#

if anyone has a solution please @ me

#

thank you for all your heklp

#

oh shoot is this the wrong channel

#

nevermind I fixed it

#

lol

manic cradle
#

Not sure if this is the right channel for this question... Does anyone know if VR works with pixel streaming plugin?

fathom spindle
#

Hi everyone, i'm (sort of) new to Unreal and trying to remap some values so that the mid point between the min and max becomes 1, and the min and max both map to 0. So far I have the min and max remapped to -1 to 1, so is there a math node to compare this to zero and get the amount of difference out as a positive value regardless of whether its going in the negative or positive direction? If possible i'd also like to do this remapping with a curve rather than just linearly.

#

i see there is the compare float but that executes on < or > whereas i just need the distance from zero as a positive float number. hope that makes sense

tight schooner
#

@fathom spindle you're looking for abs or absolute

#

"power" node can make it curve

fathom spindle
#

thanks @tight schooner trying it now, it doesnt immediately seem to do what i need, but the values are coming in from linetraces/hand tracking so i'll set up something easier to test with

#

oh yeah great i see, now i just need to invert it. Thanks so much!

gleaming raven
#

Hi all. I have a blueprint for a chest which I made following a tutorial on making a door. The chest lid opens correctly and everything works as expected. What I am now trying to do is (once the blueprint is selected) allow someone the option to choose the amount of degrees the chest opens. The few attempts I made didn't work out..

#

This is the timeline for the open sequence. The circled value is what I am trying to make instance editable..

atomic salmon
#

@gleaming raven you don't need to edit that value. Just make the curve 0..1 based and multiply its output by the amount of degrees

fleet sandal
#

Alternatively, you could use a clamp

gleaming raven
#

👍 thanks ill give it a try

signal cosmos
#

Hi guys, is there a way to get an ID for each static mesh's sub-element?

atomic salmon
#

@signal cosmos what are you trying to achieve? By sub-elements do you mean the faces/triangles of your static mesh?

gleaming raven
#

Sorry im a real noob when it comes to blueprints. How would I convert the timeline curve to 0 .. 1 ? What I tried doing was float*float but thats not right lol. the lid spins a few times then settles, so im guessing the defualt 35degrees is being multiplied by the new number..

wide lark
#

Hey :)
Any idea how to add more curves to the Curve Editor asset?
Shouldn't it allow to do so? Drag and drop another curve asset does not seem to do it. There is also no context menu on LMB.
Thanks in advance.

maiden wadi
#

@gleaming raven Not sure if you found anything yet, but if you want to convert any range of numbers to a 0-1, you can use the NormalizeToRange node.

odd ember
#

@gleaming raven you do it inside the timeline, not outside

#

then use a lerp node between the rotations you're looking for

solemn igloo
#

hello guys . i have a weird question . Im using a plane infront of camera to add particle effect when needed. the issue is when i use default camera shake system of UE the camera dislocate and the plane will be in wrong position. does anyone know how to fix it? (i tried setting it to world doesnt work)

odd ember
#

@solemn igloo parent the plane to be under under the camera

solemn igloo
#

but it is

#

right now

#

if u see

odd ember
#

ah right

solemn igloo
#

it seems to me that

odd ember
#

try and see if you need to recenter its position after the shake

#

alternatively consider using postprocessing materials instead of a plane

solemn igloo
#

oh

atomic salmon
#

@gleaming raven your time line has to go, on the vertical axis, from 0 to 1

#

Then you multiply its output by the desired maximum rotation angle and the result will go from 0 to max angle

#

This (the fact that you are using a 0..1 based curve) is called normalization and it is often used in animation and physics as well

#

You can also use a lerp or map float to range (clamped) if you prefer.

quiet basin
#

Hi all, I am trying to expand on the Flying Template that is provided by unreal but I cannot work out why the camera flips over if you rotate (pitch) the vehicle a certain amount (around 90 degrees). The camera is set not to follow the target pitch (only yaw), and it wont to until the pitch of the vehicle reaches a certain amount, and then the camera flips to the other side. I assumed there is a clamp setting somewhere thats making the camera behave this way but I cannot find it?

gleaming raven
#

Thanks guys 👍

atomic salmon
#

@quiet basin this is one of the use cases where you may not want to use a spring arm for your camera but just parent it directly to the root component. You can then handle the yaw rotation on your own if need be.

#

Or parent it to a scene component which you can use to pivot it around.

quiet basin
#

ah okay thanks @atomic salmon I thought this may be what I need to do. I assume there are blueprint functions to manually follow the pitch/yaw etc?

little nacelle
#

if you use DeltaTime from Event Tick for your timers, does that mean your timers will operate differently depending on machine?

indigo zenith
#

use another variable for timers

atomic salmon
#

@quiet basin the easiest way is to attach a Scene Component to the root of your actor and position it at the location around which you want your camera to rotate. Attach the camera to it and offset it as needed to follow your flying pawn. Then use AddRelativeRotation or SetRelativeRotation on that Scene Component to control how the camera rotates around the pawn.

tight schooner
#

@little nacelle Yes. And not just between machines; the framerate at any given moment will affect delta seconds. I would only use delta seconds to scale certain on-tick math rather than set timers with it.

split wasp
#

Tick Deltatime is mainthread time, timers operate independently from that

supple dome
#

na timers will also tick with tick deltatime

#

timers are also dependent on framerate

prime berry
#

that's not entirely true though

#

if you set a timer to 0.0001 it'll operate multiple times between your ticks

#

unless I'm understanding your statement wrong

supple dome
#

nope, it will just do a ExecuteCount = Deltatime/TimerDelay and execute it multiple times on a tick

#

not between ticks

little nacelle
#

alright thanks for the answers

prime berry
#

well if I hook up a print string to a timer with a time of 0.0001 and set it so that it increments an integer for each time it's called you will only see 1 print per tick, but the number will increase as if it was called multiple times

#

so maybe it's print string that's behaving weirdly then

atomic salmon
#

Timers are ticking with Delta Time but if Delta Time is longer than the timer span the delegate is called multiple times for each tick.

#

E.g. Delta Time is 0.10 and the timer is set to 0.05, the delegate will be called 2 times per tick.

#

Hence you cannot use timers to reliably go below Delta Time. e.g. as physics sub-stepping

bleak vector
#

Hmm, how do I check for a valid path with find path to location? I tried using navigation path -> is valid but it's returning true even with an obstructed path 🤔

supple dome
#

it however is incredibly buggy, it wont carry over the internal time for the next tick, and a 0.05 timer with 0.09 delta will execute two times in two ticks, youd expect 3

prime berry
#

hm okay that would explain why it behaved like that 🤔 thanks

supple dome
#

it also doesnt account for halted timers

#

like if it thinks it should execute 10 times this frame, but on the first you set it to stop, it will still execute 9 times more

#

(based on this comment, havent tested) //@TODO: The actual call count may be less, e.g., if the delegate clears itself during the loop below

prime berry
#

yay for @TODO 😅

signal cosmos
#

@atomic salmon Sorry for the late response, By sub-elements I meant the sub objects like in 3ds max, when you can select non-merged objects independently within a single mesh. I don't know if that makes sense?

atomic salmon
#

@signal cosmos the proper way to handle that inside UE4 is to place all the sub-elements within the same actor as separate static meshes, then you can detect the hit/overlap with each one independently

#

if you had to merge all sub-elements in a single mesh, it will become difficult to tell later on which part has been hit/overlapped

signal cosmos
#

hmm.. Okay, that's a bit inconvenient, for performance purposes I created a big cluster of multiple objects so I don't have to use single static meshes. Like an HLOD basically.

atomic salmon
#

@signal cosmos that is understandable for performance reasons. Then there are other ways to detect which part of the cluster has been hit/overlapped, but not as easy as doing a line trace or hit/overlap on the components.

#

On the other hand how many parts do you have in there?

#

10, 100, 1000?

signal cosmos
#

I have 20 elements @atomic salmon

atomic salmon
#

@signal cosmos ok that's not too bad. If detecting the single interactions is key to your playing dynamic, then you may consider to keep the separated and collect them within the same actor

#

For example, a vehicle with a body, wheels, a turret etc.

#

Also because often you need to animate those parts independently anyway.

zealous moth
#

@bleak vector are you using an AI logic or just pathfinding?

signal cosmos
#

Actually, It's like a cluster of traffic cars, and I wanted to have 2000 of those, so by grouping them in clusters of 20 I can have 100 objects only while having 2000 cars on screen. That's why I would like to keep them clustered. And I don't plan on separating them anyways and animate them independantly. However, I plan on when I touch one car with a ray or an overlap or whatever, I "hide that can" (in the material) and replace it by a fully simulated Ai. @atomic salmon

slow flume
#

hy - i guess this is a simple question:

i want to differentiate 2 actors, that call a function on the same object and pass themselves

i shouldnt use Actor->GetDisplayName or Actor->GetObjectName since this can be the same on both actors, right?
im wondering, do i need to make a blueprint library with UObjectBase::GetUniqueID, or is there any other solution?

atomic salmon
#

@signal cosmos Ok I am trying to visualize this but I am honestly struggling. Given your setup and the fact that you plan to work with materials, your best chance is to use UV coordinates out of a line trace.

#

There is an option to turn that on in the engine settings.

signal cosmos
#

Oh that's very nice thank you for this hint! It comes with a cost I guess? I hope it's not a big cost

atomic salmon
#

It is actually pretty intensive.

#

@signal cosmos

#

That's why it is off by default.

signal cosmos
#

Oh no... I'll try it and see then. Maybe it's intensive if there's a lot of hits per frame to process, but there's only a few of them, it might be smooth.

atomic salmon
#

@signal cosmos of course it depends on how many/how often you do those scene queries

signal cosmos
#

I'll try to keep them as low as possible then, thanks again for helping! 👍

quiet basin
#

thanks @atomic salmon im giving it a go. Does this mean I have to remove the mesh as the scene root? This is how it came in the template

atomic salmon
#

@quiet basin no, you just parent a scene component, let's call it Camera Pivot, to the root and the camera to it.

#

Then you set the relative rotation of Camera Pivot to rotate the camera around the space ship if you need to

quiet basin
#

even if the space ship is the actual root?

atomic salmon
#

@quiet basin yes, that's no problem. Scene components can be anywhere in the hierarchy

quiet basin
#

sorry so by parenting the scene component, if you parent a scene component to the root surely it has to become the root

atomic salmon
#

@quiet basin no, when you add a scene component while the root is selected it is parented to the root

#

if you drag it on top of the root it will ask you if you want to parent (attach) it or replace it

#

you want to parent (attach) it

quiet basin
#

sorry thought that was childing

atomic salmon
#

the Scene Component becomes a child to the root

severe iris
#

How you would check if an actor's class isn't derived from actor, but literally is just an "empty" actor? Nevermind, pretty straightfoward.

still sigil
#

https://gyazo.com/fa1978475dbb25ac689ece3ab33581d2

Update for a discussion I had in here a couple days ago. I finally got my work in progress "Jump to a Safe Spot" mechanic working, whenever the player touches a dangerous hazard. Such as lava or spikes. It's a little wonky right now, (Sometimes he doesn't always jump.) but the basic foundation is finally in place. He's looking for a random piece of safe ground to land on, and is attempting to jump towards it when he takes damage. So that's a step in the right direction. 😄

patent ermine
#

Loading a texture from disk using the Victory plugin node as shown in the attached image. I'm trying to switch of sRGB on the texture, but that node doesn't seem to do anything. Any ideas as to what i'm doing wrong?

#

Other than it obviously not being hooked up lol

fallen karma
#

Hi!

Is there a way to check between 4 integers which one is smallest? I have these integers that keeps track of 4 players different scores.

HighScorePlayer1
HighScorePlayer2
HighScorePlayer3
HighScorePlayer4

And I want to just through them and see which is the lowest of them! I am assuming im supposed to use a for loop or something like that but i havent been able to find my way through google 😦

cinder dirge
#

@fallen karma If I gave you two numbers and ask you to pick the smallest one, could you do it?

#

And if I gave you another number and asked you to pick the smallest out of the previous smallest number (from the other two) and the new number, could you do that?

#

And then perhaps the same again - the smallest from the previous smallest and some new number

#

And all of a sudden it looks quite a bit like a loop 😮

patent ermine
#

@fallen karma "Compare Int" node should do the job i suppose.

odd ember
#

or a select node with int input

fallen karma
#

Found something about Min interger?

odd ember
#

ah yeah

#

that'll work

#

how do you store your ints?

cinder dirge
#

For only 4 numbers you can do Min(Min(HighScorePlayer1, HighScorePlayer2), Min(HighScorePlayer3, HighScorePlayer4))

#

(or just one node with 4 pins, I suppose, I'm perhaps being overly generic in my solution finding)

odd ember
#

depends on if it's an array or just 4 variables

cinder dirge
#

Indeed

odd ember
#

but setting up a heuristic for min picking isn't hard either

fallen karma
#

im storing them like this in a game instancec

#

its a local multiplayer so i need to know each players highscore separatley to know which player is the winner

#

might be a better solution for it but im quite new to unreal

odd ember
#

just do the min into min solution

cinder dirge
#

Or add a couple of pins, since you have all the variables there at once

odd ember
#

right well

#

even easier

#

closest thing to a lambda BP will offer

proud scaffold
#

Hi there guys, i have a question regarding Blueprint

For some reason this doesn't work

#

I want my that when my projectile overlaps the BP_target the BP_target destroy

#

Is confusing, because if instead of casting to the FirstPersonProjectile, i cast to the FirstPersonCharacter and i overlap the target with moving my character it works

trim matrix
#

Is there a way to line trace on terrain to randomly place down actors?

frigid anvil
#

Does your projectile have any collision @proud scaffold ?

fallen karma
#

Thanks guys!

fair estuary
#

Yes you can do that @trim matrix You could set up a spawner BP that includes the line trace straight down from a point. When the hit actor equals landscape, take the hit location and spawn an actor on that location.

trim matrix
#

but how could i spread out foilage that way?

odd ember
#

@proud scaffold you are committing shotgun surgery

proud scaffold
#

i want the projectile of the gun to kill the BP_Target (Targets in the wall)

#

@odd ember wdym dude?

odd ember
#

look it up

#

anyway your collision is probably not correctly setup regardless

#

collision is two way, so both colliding actors need to have the same flags set

#

e.g. if one flag is block one one actor and the other is overlap on another it won't work

fair estuary
snow geyser
#

Anyone have some reading material / tutorials that are good for roads/walls through splines? Making a city builder and Im assuming even if in grid format splines would be best for performance and navigation right?

stone hound
#

How do I stop / resume projectile movement component ?

#

I can stop it by using deactivate node.

#

But It does not move again when I activate it.

supple dome
#

you will have to set velocity again after unfreezing

stone hound
#

I set velocity again. It works!

#

Thank you.

prisma sundial
#

Uh is there a way to make a projectile increase in scale over it’s lifespan

distant sedge
#

A timeline thats 0.0 - 1.0s and then scale the timeline rate based on calculated time it would take for projectile to hit surface

gloomy linden
#

@proud scaffold watch the Blueprint Communication of Zak on youtube

#

It will make more sense then

modest crater
#

How can I dynamically make an arbitrary translucent triangle from a set of points in blueprint (or is this even possible)

I'm trying to make a tool to visualize hypergraphs, and there are vertices and faces that connect three vertices together, and I need to be able to see all of them (translucency)

supple dome
#

look up the procedural mesh component

patent ermine
#

https://streamable.com/7hfyw Here is a video of my issue to follow up on a previous question. I'm loading these textures from disk. In this particular instance, the normal map is coming in incorrectly with sRGB enabled. I'm disabling it through blueprint and applying it to the mesh. However, as you can see from the normal map image, the srgb does get turned off, but it doesn't? Because as soon as i press the srgb the normal map in game displays properly. It's almost as if the blueprint node turns off the srgb switch , but doesn't trigger something that when clicking it in the texture editor does trigger. Hope this makes sense.

hollow flame
#

does anyone know how to create a simple online multiplayer game (not local multiplayer), like user can play and join game via session at anywhere

maiden wadi
#

@hollow flame You might want to direct that towards #multiplayer channel. But they're likely to tell you just to go watch tutorials.

gilded pebble
#

So I get these triangles on the sides instead of an even pyramide/Stalagtite shape

sand tartan
#

Does anyone know why blueprint AND nodes check each pin (and if there's a way around this?), even after one has failed? Was hoping to plug an "Is Valid" into the first pin, and then dependencies of that into the other pins, but it throws errors when the object is not valid..

maiden wadi
#

Why not just use an IsValid in the execution line before you need the AND?

sand tartan
#

So the AND pin is only being used for a select node index when choosing an anim montage, but the rest of the code needs to run whether there's a valid object or not

#

I'm mainly curious as to why the AND node doesn't return after the first failure (assuming it processes in the order of the pins)

slow hill
#

@sand tartan that is a pretty standard way that AND statements work. For example in c++ && will not evaluate any statement after the first failure

maiden wadi
#

Because blueprints aren't efficient, they're safe. When a node is called on, it checks every input output every time. In the case of your AND node, when it looks to see if the first pin is true or false, it also checks the second pin at that time, then when it checks the second pin, it'll also check the first pin. If you have three pins on the AND node, it'll check all three, three times to make sure the things connected are all valid. If that makes sense?

slow hill
#

@sand tartan sorry I misread your comment

sand tartan
#

Ah okay, that does make sense, thanks. I've mainly worked on the C++ side of things before, I'm still getting used to some of the unusual behaviors of BP..

maiden wadi
#

Basically, just make sure that anything you're plugging into any node at any time it's being checked, is valid.

hexed saffron
#

Is there something in the Blueprint like a "if/then" value. Also if execute block 1 then go to block 2, so the BP will not execute them at the same time? I used "delay", but not sure if this is a good idea.

patent ermine
#

Not sure why the blueprint method posted above doesn't work. However, creating a blueprint callable c++ function that loads a texture from disk with srgb off works just fine. This works for me.

slow hill
#

@hexed saffron Branch?

hexed saffron
#

The Branch just say if it is active or not. But I want it to play 2 directly after 1, but not at the same time.

maiden wadi
#

Generally, I'd say avoid using delays in your coding, specially for timing of execution reasons. If you need something ran after something else, put them behind functions and make the first function call the second function when it's done.

hexed saffron
#

Do you have by chance a nice tutorial for this?

maiden wadi
#

Can you show me the two things you're trying to execute one after the other?

hexed saffron
#

Yes, one moment. ^^

prisma sundial
#

How wood the blueprint node look if I wanted to increase the projectiles scale over time

gleaming raven
#

my noob experience think you would use a timeline node and some kind of transform node attached

maiden wadi
#

@hexed saffron Ah, I thought you meant like big blocks of code, not single nodes. What you're doing is probably fine, but I'm not an audio person. There may be better ways to streamline that that I'm not sure of.

odd ember
#

@hexed saffron christ what is this

#

are you trying to do dialogue

hexed saffron
#

That´s the first time setup audio for me.
Yeah kind of dialogue. So if another event the computer has another voice command.

odd ember
#

so I made a dialogue engine previously that at its core hinged on a timer

#

I'd urge you to look into timers to replace your delay nodes

hexed saffron
#

Unreal Doc "Creating and Clearing Timers" right?

So that´s where I can play sound 1 "hello", then sound 2 "Frank". And replace sound 2 with a branch "Peter". As example, lol.

distant sedge
#

Might also consider Sequencer to play your dialogue, that way you don't have to touch BP everytime you want to edit the flow of VO lines. Can also have overlaps if needed or time things visually on the tracks

hexed saffron
#

Thank you guys a lot. I have a direction now. I´ll read that documention now.

zealous moth
#

@prisma sundial create a custom function or event and run it as a timer with a loop and an interval. In your custom function or event change scale by x units all around

arctic rune
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Hey guys, so this might be really basic but i've been struggling with it for a while. Im trying to create an effect similar to that of Skyrim where you press E to go into a room, Im just struggling with how to get it so that you can only enter the room if your within a certain area (Close to the door) I have a collision box on the door set up and a widget that appears when your in the area to say that you can enter. Although I cant find out how to get it so when I press the key (In this case E) it loads the level. I initially tried casting to the actor but I dont know what the object would be for the cast to that?

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Screenshot incase it helps - (ShouldVisPressE) is basically a check to see if its in the box collision area (Close enough to the door)

dim lily
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Help please! ❤️ Why does this custom event not have the option to ADD INPUT on the DETAILS PANEL?

odd ember
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@arctic rune look up blueprint communication in the pinned posts

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@dim lily do you have it selected in your event graph?

dim lily
odd ember
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try deleting it and remaking it

dim lily
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lol wtf that worked thanks cranz lol I remade it before, weird

odd ember
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oh

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you had it hooked up to a timer as well

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in BPs timers can't take events with parameters

arctic rune
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@odd ember Cheers mate, Actually managed to fix it that quickly using that xD

snow geyser
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yo Cranz since you're active can I throw a general question at you?

odd ember
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sure

snow geyser
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How would you approach a grid-based road system for a city builder. I dont need you to hold my hand through it or anything I just am unsure of the approach thats best

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I originally thought grid squares of static meshes that would detect neighbors to display proper mesh

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but then I thought maybe that many static meshes would be too heavy system wise

odd ember
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I mean the static meshes aren't the problem

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it's a complex concept because they need to adhere to logic on top of them