#blueprint

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tulip iris
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Thanks for the input

odd ember
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@tulip iris you can probably still make what you want to do happen, if you use event dispatchers

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I bet there is an event called OnStreamActive in a streaming level or some such

wise raven
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does anyone know how to update a wheel vehicle's wheel's on runtime? like change the friction of the tires, different suspension stiffness depending on the physical material that the wheels are running on?
I want to get this done without adding seperate wheel meshes on the skeletal car body ( or setting up a wheeled vehicle from scratch)

odd ember
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@wise raven probably event dispatchers that check for which physical material the vehicle is on and adjusts to a set values accordingly

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probably could use enums for it

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but idk I haven't worked much with phys materials

wise raven
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yeah but i noticed that wheeled vehilce values cannot be modified

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except speed

odd ember
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you can make your own? idk

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haven't worked with vehicles either

wise raven
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thats what is so strange, i dont want to make my own variables and functions. the wheeled vehicle setup clearly has so many variables for tire friction, body suspension weight, speed etc but they are totally un editable on runtime

odd ember
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are you sure you can't use getters and setters?

wise raven
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no

odd ember
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so you're not sure?

atomic salmon
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@wise raven for the way the PhysX vehicle works, it needs a pre-computed friction table and physics state which are needed to solve the Jacobian. To be able to change those at runtime you will need to modify quite a bit the logic of the whole PhysXVehiclesPlugin. If this is a key functionality for you, it may be easier to go with a different plugin from the marketplace or write your own vehicle simulation.

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I guess you are after a run-time tuning HUD like this:

static hatch
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I've currently got a set of actors that I realized I need to combine into a compound object. I'm trying to decide how to approach that. My options are currently 1. Make a new blueprint with child actor components of the actors I need. 2. Refactor the Actors into components. Less change in code is better, and change needed for existing instances of the actors is something I'd like to avoid if possible.

Any thoughts on pros/ cons of each?

atomic salmon
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@static hatch I would avoid Child Actors as much as possible as they give all kind of issues, including but not limited to breaking Blueprint Nativization.

static hatch
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Thanks, good to know, I'm pretty new to UE4 and I'm trying to avoid unseen potholes like that

potent citrus
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Quick Question.... I'm in the process of developing a 3d side scroller. I want to give the main level a open world feel by allowing the character to turn 90degrees as though he's turning a corner. What would be the best way to produce this within blueprints?

odd ember
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@potent citrus can you give an example?

ocean gate
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I've been blowing my brains out over this problem for a few hours and I can't for the love of god find out what I'm doing wrong. I'm still a semi-noob with Blueprints, so things like this frustrates me a lot. This is what I'm trying to achieve. I want to transfer a variable between my User Interface Widget to my player. The player is based on the starter content 2D Side Scroller Character, which in this case is a Blueprint Class specifically. I've read countless posts on the web where others have had similar issues but none of the solutions seem to work for me. I know I need to use Cast-To somehow, since that's the preferred way to communicate between objects. The issue with that is that Casting requires an input object to cast to. Now, with any normal blueprint that's fine. But for Widgets and Blueprint Classes, it doesn't seem to work. It gives me this error:

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I can't believe it would be more difficult than that, considering it's such a basic function. I must be doing something wrong. Any help would be very much appreciated!

distant kayak
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I want to print timestamps in one of my blueprints to see where the bottlenecks are, how do i do that ? I tried using "Get Real Time Seconds" but it doesn't seem to change value during blueprint execution.

supple dome
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@ocean gate just like with any other cast, just put your reference on the input object and it will work out, now where is the reference depends on where did you create the widget

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@potent citrus instead of having it locked to a plane, have it locked to a spline, and make the camera be perpendicular to that spline

ocean gate
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The problem is I have no reference in the scene, since the player and camera is spawned through the Blueprint Class as a gamemode

supple dome
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you need a reference to the UI, you created it somewhere right?

rough wing
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Why doesn't cable mesh not working on visibility channel?

ocean gate
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ah yes of course, that I do have

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Or well, I suppose you mean by created you mean I made the widget in UE and it's in a folder. It's not in any scene right now, but it's applied to the camera viewport when the gamemode 2DSideScrollerCharacter starts in any scene.

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I still don't understand what to reference as object. Trying to drag/n/drop the widget object from the asset browser into the event graph doesn't work, so that can't be the way to do it.

supple dome
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but it's applied to the camera viewport when the gamemode 2DSideScrollerCharacter starts in any scene.
how?

ocean gate
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Level Blueprint

supple dome
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screenshot?

ocean gate
supple dome
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that is the reference

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thats what you gotta plug there

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however its on a blueprint that cant be easily accessed

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thats why you probably should choose a better class to store that reference

ocean gate
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like the 2dsidescrollercharacter class?

supple dome
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for example, if that was the GameState, you can easily find that reference again by using "GetGameState > Cast to MyGameState > Get CHOICE1"

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that works too

charred flint
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Anyone know how we can achieve this? I want to hide a parent but keeps it child intact

ocean gate
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I don't think I understand GameState... where can I find it?

supple dome
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gamestate is just a class that gets created for u so u can use that to store stuff, nothing special

ocean gate
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gotcha, thank you so much for your help!

charred flint
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Anyone know how we can achieve this? I want to hide a parent but keeps it child intact
@charred flint

Or is this very unlogical?

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basically the purpose of this is to delete the hoverlayer when the player has achieved his goals

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I am also looking for my playercontroller but am not able to trace it

shrewd summit
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So I need some help on something: I want to make it so that when the NPC touches the character he plays an animation which I have. Though, when it does touch the player this animation is not played, does anybody know what to do?

ocean gate
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I think I caused even more trouble for myself. I copied the nodes over to the 2DSideScrollerCharacter but the Choice 1 variable isn't there (of course) but I can't figure out how to make it again. It's been a few days and I can't figure out how I did it

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I'm sure it's a User Widget variable, but I can't set it to actually use the widget

frigid anvil
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Just drag from the return node of the create widget node and click promote to variable @ocean gate

ocean gate
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nevermind me being mentally challenged ๐Ÿ˜›

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thank you @frigid anvil I appreciate it

snow geyser
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Whats the diff between truncate and floor

frigid anvil
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Floor - Rounds A down towards negative infinity / down to the previous integer (e.g., -1.6 becomes -2 and 1.6 becomes 1)

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Truncate - Rounds A towards zero, truncating the fractional part (e.g., -1.6 becomes -1 and 1.6 becomes 1)

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@snow geyser

snow geyser
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Ah gotcha thanks

twilit lily
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Does anyone know how I can rotate this mat?

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It's a skybox

keen goblet
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@shrewd summit Could be any # of things. From what I know, could be:
Capsule has collision disabled, player has collision disabled, capsule set to Ignore the player's collision channel (or vice-versa), or failed cast to your BP. That's excluding anything on the animation side.

unborn lantern
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I'm experiencing a problem with line trace. if I use "Get Hit Result Under Cursor for Objects" the face index is not working, if I use "Line Trace by Channel" tracing the same spot, same object, I get a proper face index.

spiral surge
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anyone know how to scrip BP fog of war?

hard dove
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This is probably a ridiculous question, but seeing this scene... how do I have it get the name Prop instead of the name being Static Mesh in one of them? it won't let me rename it

stoic narwhal
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I'm having issues with localization - I've just translated my game into a test language, and when I run the game and call 'SetCurrentLanguageandLocale' node, the language stays the same. I have made sure to compile the language after finishing all the translations

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^ okay so apparently it only works in standalone / packaged games. Strange.

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This is probably a ridiculous question, but seeing this scene... how do I have it get the name Prop instead of the name being Static Mesh in one of them? it won't let me rename it
@hard dove What are you trying to rename? the reason for the 'static mesh' component reference is because to do 'SetStaticMesh' it needs to input the mesh to change

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I'm experiencing a problem with line trace. if I use "Get Hit Result Under Cursor for Objects" the face index is not working, if I use "Line Trace by Channel" tracing the same spot, same object, I get a proper face index.
@unborn lantern My guess is that it uses a different trace channel. You can still do the same thing as Get hit result under mouse cursor using the line trace

hard dove
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In the attached image there are two; one is Target > Prop, one is Target > Static Mesh

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I can't figure out how to do the Target > Prop on my side

stoic narwhal
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Ah, this is from a tutorial?

unborn lantern
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@stoic narwhal I followed the C++ code of that BP, and at the end it calls: FPhysicsInterface::RaycastSingle(this, OutHit, Start, End, DefaultCollisionChannel, Params, FCollisionResponseParams::DefaultResponseParam, ObjectQueryParams);

hard dove
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It is, yeah

stoic narwhal
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Show me the component hierarchy of the object you're trying to work with @hard dove

unborn lantern
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where the collision channel is DefaultCollisionChannel

hard dove
stoic narwhal
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Trace channels are different to collision channels, I think you should just use the line trace if thats what works for you

unborn lantern
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yes, but I need it under my mouse

stoic narwhal
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Do a line trace from the mouse into the scene

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You can get the mouses location in screen space and then the targets location

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@hard dove Looks like you have to meshes there that might be what you're looking for, the 'PropMesh' and 'Prop'. Although I'm not entirely sure I understand your issue

hard dove
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Prop is what I'm looking for, PropMesh is being ignored atm

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I'll DM you

unborn lantern
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@stoic narwhal do you have an exmaple of that?

stoic narwhal
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I do not no, I'm sure a lil bit of googling and you will find it. I'm not great at math ๐Ÿ˜„

unborn lantern
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yes, I see some thanks

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I will find out something

indigo zenith
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guys, i got a srs issue

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it seems im not the only one it happend too

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i opened my project

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all maps flat

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restored backup

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worked on it for a day

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then reloaded the next day to work on project

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again maps pancaked

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it happend 3 times over

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im a bit scared to continue working on my project

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did anyone else had this issue?

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1st i though my cat walked on my keyboard

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and i didnt bothered to much about it..

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but what the hell?

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i can understand 1 map be like flat, i made mistake.

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but all scales are 1,1,1

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on all maps

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and all maps are flat like wtf!?

loud cipher
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how could i disable fabrik then reenable it?

scenic belfry
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i need help im making a turnbased rpg using paper 2d and i need help with battle system stuff

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all i have is the movement and sprite animations

scenic belfry
odd ember
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dude no. I refuse to acknowledge that level of spaghetti exists

scenic belfry
opal pendant
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that's a really big serving of spaghetti, you could feed a whole family with that

static charm
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calling that spaghetti is a disservice to real spagett GWjiangoPepeFedora

scenic belfry
sonic vapor
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recombine the get velocity into a vector, then use a get vector length node

twilit heath
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i never did 2D, but it should be possible to setup an animation blendspace that does all that in a single asset, just needing the velocity vector

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and by "should be" i mean it would be insane if it wasn't possible

sonic vapor
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they're using flipbook

opal pendant
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@twilit heath how would I not spawn my character in a level and instead have it look through a camera?

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so that I can have my player(s) select weapons and what not before spawning in

twilit heath
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lobby

opal pendant
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lobbies are stupid I don't like them

twilit heath
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then don't spawn a player until they mark they are ready

opal pendant
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how do I not spawn a player?

twilit heath
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not that hard to prevent the GameMode from doing default spawns

opal pendant
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ah it's a gamemode thing

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I suspected as much

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just haven't found the setting

twilit heath
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DefaultPawnClass set to null

opal pendant
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ohhhhhhh

twilit heath
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HandleStartingNewPlayer overriden so it doesn't execute default implementation

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which is basically RestartPlayer() call

opal pendant
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so then when the player wants to spawn in I'd do that from the gamemode?

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like player pushes spawn button then gamemode spawns them in?

twilit heath
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pretty much, ofc if you want character to be shown on screen during the setup

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you have to spawn it earlier

opal pendant
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nah I want them to be invisible

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just looking over the map

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thank you

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one more question, how do I have the players spawn at the designated zones besides manually setting the transform?

stuck hedge
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is there a better way to merge text than using the append node? Something that might allow an auto space after you plug a variable in?

tight sleet
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Learning how to code with blueprint, basic question : I have a trigger volume, I want it to stay active while my player character is touching it to execute an action for a given amount of time (30 seconds for example) what do I need to add to my blue print to enable this kind of function?

[right now I just have a simple OnActorBeginOverlap set. Which works but not for long enough)

supple dome
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OnOverlap > SetTimerByEvent > Do your thing
OnStopOverlap > ClearTimer

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@tight sleet something like that would be better

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not exactly what you asked but can modify to your needs

tight sleet
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Thank you both for the help.

indigo zenith
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guys, i got a srs issue
https://forums.unrealengine.com/development-discussion/content-creation/1638531-my-whole-scene-seems-to-be-flat
it seems im not the only one it happend too
i opened my project
all maps flat
restored backup
worked on it for a day
then reloaded the next day to work on project
again maps pancaked
it happend 3 times over
im a bit scared to continue working on my project
did anyone else had this issue?
1st i though my cat walked on my keyboard
and i didnt bothered to much about it..
but what the hell?
i can understand 1 map be like flat, i made mistake.
but all scales are 1,1,1
on all maps
and all maps are flat like wtf!? - SOLUTION:

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Near clip on 0.0 seems to be the cause

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or issue...

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i dont understand why this isnt disabled or that that value can be entered.

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when u restart the project on 0.0

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all ur maps will be pancaked

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when u revert back the near clip to another value

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the issue is gone

daring summit
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I'm getting a delay for switching over to my spectator camera (or any camera for that matter) when joining my dedicated server, while waiting for the other player to join the server. Is there a way to immediately start on this spectator camera? Here's what it looks like (it's a quick delay, but it's there). Even if both players join at the same time, there is a slight delay in getting into the correct cameras for both players as if there's a default camera somewhere

worthy pendant
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The system im working on is chunk terrain generation
When the player exceeds a certain distance from a chunk, I want to set it's visibility to hidden
And then when the player comes back into the render distance, I'd like it to be shown again

As of right now, leaving the render distance causes the chunks to be caught in some kind of loop
Being hidden and shown multiple times a frame

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Tag me if you have any ideas/questions
I'm gonna head to bed here in a minute

tight sleet
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@worthy pendant You really just want to focus on distance culling which you can accomplish with a Distance Culling volume.

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Also setting up your chunks under level streaming instead will be much more efficient on memory overall. Setting distance to engage level streaming instead of telling a bunch of objects to disable. Steaming is faster, especially with less blueprint instructions.

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Looks like you're trying to turn off landscape too with this method and that is not very ideal, landscape doesn't typically like to be turned off.

pine hull
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Hello
Is there a way to fix ref of all blueprint?
I deleted/moved some blueprint in new folder etc and it happens I broke my project
I don't have any errors but I have weird things, for example, widget don't display correctly img

indigo zenith
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might have to use: right click folder, fix up redirectories

pine hull
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it didn't work ๐Ÿ˜ฌ

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Well, nothing is happening
Ref may be correct?

indigo zenith
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maybe, reassiging the img?

pine hull
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Already did, nothing changed
I think its my variables but when I debug, I can see there aren't empty

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ยฏ_(ใƒ„)_/ยฏ

indigo zenith
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if its comming from a variable

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is it possible to make a new one?

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might be bugged out

pine hull
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Oh didn't think about it! I will do ๐Ÿ‘

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Didn't fix it ๐Ÿ˜ฌ

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So it could be me who did some shit
But weird, I didn't modify any blueprint, just moved them in new folders / deleted

indigo zenith
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i do hope u have a backup?

pine hull
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no I don't x(

indigo zenith
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so to be clear, when u manually set the img inside the widget

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does it display anything at all?

pine hull
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it display blank img

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I have a var struct Item
I bend img to Img Item

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look like this variable is broke

indigo zenith
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possible

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structs break

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rlly strange when u manually set the img, its blanc

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it might just be the file "in cache" somewhere

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but not on the right location

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1st i would try reimport the asset

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the img

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see if it at leasts displays directly in the widget

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without any binding

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just make a test widget, with that img

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is it still blanc?

pine hull
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So, I set manually a random picture and its display correctly

indigo zenith
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allright

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did u reorder uir structs

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like rearrange

pine hull
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I didn't modify it however, I moved my struct in another folder

indigo zenith
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well, at least we know the img location is fine.

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i woudnt recommend a bind for a img

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make a custom event that can be called to update the img

pine hull
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oh! I remember, I rename my struct file!

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could it be this?!

indigo zenith
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yes

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structs can break easely in bp

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renaming modifing

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it doesnt like

pine hull
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yup, I'll create custom event instead of binding later!

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yikes
How I should update? Deleting and recreating my struct var?

indigo zenith
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well maybe there is a c++ god here that can help u debug.

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but if its still small

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i would just reacreate ye

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its prolly faster

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just try rememeber to make a lot of backups/source control

pine hull
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should I re-create my file struct or should I re-create my var?

uh yeah, I feel like an idiot, I am working alone so I thought I don't need it ๐Ÿ™„

indigo zenith
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file struct should be fine

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it dispalyed in widget

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so my guess the struct in var got broken somehow while renaming

pine hull
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uhm, but previously, I created a new struct var, it didn't change anything ๐Ÿค”

indigo zenith
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is it even updating lol

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^^

pine hull
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๐Ÿ˜ฌ

indigo zenith
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might be looking totally at wrong location.

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if its not beeing called/update it will display blanc

pine hull
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x(
Well, now I understand where is the problem, thank you for your help! ๐Ÿ˜‰

indigo zenith
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ah ^^

fathom spindle
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hey does anyone know a way to get the overall screen brightness? im looking to get a float representing how much light is being blocked out by the player hands in VR

blissful meadow
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@fathom spindle What is leap4?

fathom spindle
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thats just the title of the video i took the screenshot from

blissful meadow
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ah ok

fathom spindle
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leap motion is what im using for the hand tracking

blissful meadow
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ok ๐Ÿ™‚

fathom spindle
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i saw on a forum post i can maybe use a post process material to measure luminance

fathom spindle
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I have no idea if this is anything but I saw this formula for getting luminance and tried to replicate it, the only ue4 forum post on this topic says its now about 'taking a snapshot and averaging the pixles' then presumably somehow outputting them to a float that i can call in other blueprints but I have no idea, if anyone knows it would be super appreciated ๐Ÿ™‚

unborn lantern
winter pulsar
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Hey Guys, I have littlebit problem. I want to make distance material when my character walking but when I'm near of material I've like be on distance, but on distance is like a near. Have somebody solution how can I fix it?

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Hey Guys, I have littlebit problem. I want to make distance material when my character walking but when I'm near of material I've like be on distance, but on distance is like a near. Have somebody solution how can I fix it?

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When I'm closer, the material is on, and when I'm on, my material is closer.

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bad.
When I'm closer, the material is far away, and when I'm away, my material is closer.

silver river
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Hi Guys, How can I cast to a character from within my GameInstance.

What is the object of this character? It is an AI controller Character.

proud mauve
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Hey guys, i want to create a ability where the player gets out of his body and can fly with his "soul". Should i do this with spectator mode, or make a extra camera component or just detach the FirstPerson camera from the player mesh? And how do i have to the controls of the camera then?

bitter raven
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@winter pulsar Seems like a better question for a different channel, the material editor and Blueprints work very differently ๐Ÿ™‚

winter pulsar
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Oh, okay sorry :)

odd ember
quaint falcon
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this is something from a controller blueprint from a school project we made in class

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what is and how do you get the blue shoot thing

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is this a custom event created or???

odd ember
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yep

quaint falcon
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how do you create it

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forgot after the lesson

odd ember
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well you go watch some tutorials

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like creating an event or function is very basic so I'm not going to babysit that process for you

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there's a bunch of pinned messages in this channel you can take a look at

loud cipher
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I have a few weapon child blueprints off one parent blueprint, im trying to set up a random weapon spawner or so, so when i walk up to an actor it spawns a random one out of them, how can i create something like this

odd ember
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@loud cipher simple version is: use an int value with FindRandomIntInRange and the Select node with class variables leading into a SpawnActorFromClass node

loud cipher
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Oh thanks!

fallen glade
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any easy fix ?

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they look fine before being transferred to the instance

odd ember
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@fallen glade wrong channel

quaint falcon
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@odd ember aight thx for the reply, btw being polite is also very basic , maybe something you should work on..

odd ember
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I consider it polite not to waste the time of other people. if you find me impolite you don't have to talk to me @quaint falcon

quaint falcon
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aight good luck in life

odd ember
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same

normal rampart
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Hey does anyone know if it's possible to declare a class as abstract (base class) in blueprints?

fluid folio
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Hello can someone help me? I tried to put all the connected blueprints in one screen, basicaly whenever i hover cursor over my enemie unit it should highlight, but it does it only sometimes, after unit moves to new location it wont highlight, then after few more steps it works again. I have tried changing the collision presets and messing around with the "detect under mouse" bluepriint but with no succes. I am still prety much a noobie and learning from toturials, and got stuck here. Thanks in advance!

loud cipher
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trying to make it smooth, thought of using a timeline seems to not work? is there another node i could use

fallen glade
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@fallen glade wrong channel
@odd ember sorry

odd ember
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@normal rampart under class options in the toolbar

normal rampart
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@odd ember Perfect! Thank you ๐Ÿ˜Š

grizzled seal
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how would you go about getting the angle of a character? so say, you're running up a slope, and if its more than 30 degrees then activate a force

twilit heath
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DOT the forward vector with 1,0,0

odd ember
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dot doesn't correspond to % does it

twilit heath
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then either do acos from there or compare the result with sqrt(3/4) directly

odd ember
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mm

worthy pendant
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@tight sleet How would I incorporate a distance culling volume like this though?
The world is being generated at runtime, and is infinite

fathom portal
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@loud cipher if I'm understanding correctly, you want to right click the points in your timeline and select the other options, you'll get a smooth curve rather than a straight line

quaint falcon
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how do you convert a child blueprint with a struct variable in it to data only?

odd ember
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you can use structs as a base for creating data tables if that's what you're looking for

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I don't know what you mean by child blueprint

quaint falcon
rough wing
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Oh never mind

cobalt slate
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Hey everyone! Sequencer noob question. I added a Fade in sequence to my main menu level to fade in after the unreal logo intro. My issue is, my main menu widget is not being affected by this fade sequence. is there a way to include it? or no? I messed with adding a fade inside of the widget, but now if I got to, say, settings, and press back, it plays the fade every time I return to the front menu widget. I only want this to happen once when starting the game. What am I missing?

jolly trail
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Could anyone explain me why my last node doesn't do anything

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However when I remove the delay, it does work

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The cartridge collected function basically adds a message on the screen:

twilit heath
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and with the actor destroyed a second ago, whats there to execute that function?

surreal peak
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Because destroying an actor should be the last thing

jolly trail
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Oh I see, well the reason why I have a 1 second delay is to keep my message on the screen

surreal peak
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Hide it, turn off collision and destroy it later

jolly trail
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Hmm, I'll try that, thank you both!

surreal peak
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If the delay is for the message then handle the delay in the message

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RemoveAllWidgets is also a bit weird

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Let the widget remove itself after 1 second

jolly trail
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There's no possibility to do that in a function, right?

surreal peak
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You can use timers instead of delays

twilit heath
#

you can just put a 1s timer in widget OnConstruct that does RemoveFromParent

surreal peak
#

Or in UMG if it doesn't allow timers, you can use the animations with an event in it

#

Cant recall if timers worked in umg

twilit heath
#

they do

jolly trail
#

Alright this helps me forward alot ๐Ÿ˜„ I'll give it a shot

#

Oh that's great

surreal peak
#

Alrighty

cobalt slate
#

Hey everyone! Sequencer noob question. I added a Fade in sequence to my main menu level to fade in after the unreal logo intro. My issue is, my main menu widget is not being affected by this fade sequence. is there a way to include it? or no? I messed with adding a fade inside of the widget, but now if I got to, say, settings, and press back, it plays the fade every time I return to the front menu widget. I only want this to happen once when starting the game. What am I missing?

tight sleet
#

@worthy pendant You could attach the volume to your actor through blueprint, or through blueprint attach a distance cull volume to every chunk you call to the screen, self contained this way.

still sigil
#

So bare with me here. This is requires some backstory, so this is gonna be a lengthy one. So for the past week or so, I've been working on what I've been calling a "Jump to Safe Point" feature for my 3D platformer. This is a feature where if the play lands in a dangerous hazard, like lava or spikes for example, the game will automatically launch the player out of the hazard, and place them onto the nearest piece of safe ground.

#

As you can see in the first gif, it works relatively well. But there's a catch. You see I'm using a "Nav Modifier" volume to define the areas that aren't reachable. But despite this, the Blueprint seems to be ignoring those areas entirely. This results in the player sometimes locking onto a random point within the hazard that the game is trying to launch them out of. Causing them to launch into the hazard multiple times in some instances.

#

So my question is, is there a way to better define where the player can and can't launch to? And if so, how can I do it? And one other thing, "Get Random Point In Navigable Radius" seems to have the exact same problem. So I know it's not just the "Get Random Point" node that's causing it.

rough wing
odd ember
#

@still sigil you should try and debug it with breakpoints to see what the value of your safespots are

#

you might find that some functions are evaluated at the same time or before others

half osprey
#

I have a pause screen that darkens the screen whenever the game is paused but uh, how do I get rid of it when the player unpauses?

odd ember
#

save the widget as a variable, then remove it from parent afterwards

half osprey
#

Uhhhh... how would I do that?

#

(Sorry I'm a UE4 noob xdddd)

odd ember
#

right click promote to variable... but really at this basic level you should look it up in the documentation

#

it's all written there

#

I advise you to follow those basic steps and use google instead of asking people constantly

half osprey
#

Gee, sorry

odd ember
#

we're all volunteers here trying to help out so it'd be nice to see that those we help are also willing to find help themselves when they can

half osprey
#

As I said, sorry

charred flint
#

Visibility node*

odd ember
#

ah you don't need to be sorry just take it into account next time you ask ๐Ÿ˜‰

#

@charred flint I'm not sure I understand the question?

charred flint
#

As I said, sorry
@half osprey He means it really well ^^ Cranz is one of the most helpful guys out here!

#

@charred flint I'm not sure I understand the question?
@odd ember hmm what I mean is I wanna hide a widget but I think ive been trying it wrong, sec

#

What im trying to do is make this particular widget hidden when clicking on a specific button. I should have all of it right just confused because I have to cast to it since its in another widget

odd ember
#

so it's a different widget you wanna click on yes?

trim matrix
#

Have you tried using Custom Events ?

#

Instead of Cast.

#

I'm trying to do communications between blueprints also.

odd ember
#

have you watched the pinned blueprint communication video in the pinned posts @trim matrix ?

trim matrix
#

I'm watching the 2 hours live video right now.

charred flint
#

Well I wanna hide 1 widget via click on button in another widget

trim matrix
#

@charred flint Add Custom Event > Search for your other widget on the right pannel by adding Input > Use the desired variable from the custom event.

odd ember
#

so in that case, the widget where you click needs to know about the other widget

trim matrix
#

I'm trying to move a crosshair (Box UI) along the Joystick axis.

#

Here it doesn't work...

charred flint
#

so in that case, the widget where you click needs to know about the other widget
@odd ember Yes this is what im trying to do

odd ember
#

@trim matrix I can't see what you're doing. like where is the crosshair BP?

trim matrix
#

It's the Crosshair Box on the left.

#

Under the custom event.

fossil thistle
#

hey everyone, I'm trying to create a slider widget blueprint that takes in a variable from my player blueprint which would determine where the handle is on the slider. I'm new to UE4 so I've been looking around for tutorials on how to do this but all I've found are videos showing how to manually change a slider, do you all know of any videos that explain how to control one the way I want or can anyone help me with figuring it out. tldr; I want a slider that goes up when I press F and goes back down when I release F but don't know where to start.

charred flint
#

@charred flint Add Custom Event > Search for your other widget on the right pannel by adding Input > Use the desired variable from the custom event.
@trim matrix I am not sure how or where I would use a custom event and get what I need as a result.

odd ember
#

@charred flint so, do you have a variable for the other widget? does the other widget spawn from the widget that you can click?

trim matrix
#

Have you tried using a Custom Event and adding Inputs on the right pannel ?

odd ember
#

@trim matrix I can't see any crosshair box. in any case you're doing this in your character or controller blueprint. that's not how blueprint communication works

#

you need to spawn the crosshair blueprint and then tell it to move

charred flint
odd ember
#

so like, you click up top, and the widget changes?

trim matrix
#

Add a Custom Event and type this Blueprint name in the Inputs.

charred flint
#

the button of the trigger is in leftmenu and the overview is displayed inside the right menu

#

basically yes cranz like in this image

odd ember
#

ok yeah

#

so that should be fairly easy since it already adheres to UI principles

charred flint
#

you click on a button in the left menu and were it says coming soon is what im trying to toggle through out the left menu

odd ember
#

the menu on the left is the "manager" UI

charred flint
#

yes

odd ember
#

it will know about all the other UI, that it spawns from clicking on the buttons

#

so have a variable for each of those widgets that it needs to spawn, when you click, you know which button you clicked, and can spawn the appropriate widget

#

you will want to assign all of the spawned UI elements to a variable, something like CurrentVisibleWidget

#

so that every time you spawn a widget, you overwrite it

#

this way you won't spawn duplicates

charred flint
#

0.o

odd ember
#

and garbage collection will remove old widgets that aren't current

#

the alternative is that all of the widgets are spawned, and you just collapse all other widgets than the one you clicked on

charred flint
#

Oke let me try and find a way into that direction it sounds as a good approach

#

so basically I need to add variables of all of those widgets in the left menu and dont need to worry about it vice versa?

odd ember
#

yep

charred flint
#

the currentvisiblewidget is something im confused about

odd ember
#

the "children" don't need to know about the parent

#

(the parent is the manager)

charred flint
#

not familiar yet with parenting them

odd ember
#

when you spawn them

#

they will spawn in hierarchy where the owner is the manager widget

#

that means the spawned widget is a "child" of the manager widget

#

it's just terminology

charred flint
#

I am going to share my mainmenu root with you so that you know what im looking at. Im not sure if I have the same child/parenting setup as you mean or if this is were I should look

#

its a sub ui

rugged stone
#

im trying to add some meshed for some guns into my project but when i try to import them in unreal they dont show up. i tried dragging them in and that didnt work either. if anyone knows how to fix this please help me

charred flint
#

and here are all the pages that I wanna be able to open inside the player profile main menu box after corresponding with the left menu as you know, so how do I parent them appropriate?

#

im trying to add some meshed for some guns into my project but when i try to import them in unreal they dont show up. i tried dragging them in and that didnt work either. if anyone knows how to fix this please help me
@rugged stone you should just copy paste the folder inside your game directory and click on import via unreal engine, that works for me usually

#

But be careful with replacing folder positions if they already exist and are being used. That can break up everything in seconds

rugged stone
#

im just trying to put them into a folder in my unreal project

charred flint
#

put them in the content folder

rugged stone
#

thats what im trying to do lol

trim matrix
#

I'm still figuring out how to use Axis Mappings on the UMG Blueprint.

#

Or transforming a UMG object into my Character Blueprint.

charred flint
#

Not sure what is going wrong then CTCT, do you know the location of your content folder?

rugged stone
#

i think i got it

#

i think i extracted it wrong

fossil thistle
#

I know this is wrong but I dont know what to use instead. Im trying to get my slider to increase or decrease when I change a variable in my player blueprint. Basically when I press F, I "charge up" an arrow by increasing the total velocity it can have. I want to take the velocity variable and use the widget to show that its being increased. How can I better implement this?

trim matrix
#

Tried to increase Camera Shake along movement input Axis... doesn't work. :<

odd ember
#

@charred flint the content browser stuff doesn't matter

#

you just gotta create variable reference inside your manager blueprint

#

even better is if all those blueprints all derive from the same class

quaint falcon
#

can i make it so when 1 projectile is fired it switches to the other arm without if and booleans?

zealous moth
#

why would i want to use a game instance instead of always using a game save?

odd ember
#

@zealous moth what do you mean?

zealous moth
#

well i keep reading on game instances and stuff but at this point, why not just always use the save data and just double your vars into temporary and permanent data?

odd ember
#

I mean the game instance is just the save game manager

zealous moth
#

yeah that's what it looks like to me... doesn't look that needed

odd ember
#

lol

#

I don't think you understand

zealous moth
#

it just looks like extra steps for nothing

odd ember
#

so how would you save games otherwise

zealous moth
#

using the save file

#

why use the game instance at all?!

odd ember
#

like walk me through the steps

#

of how you would do it

zealous moth
#

have a save file with appropriate save data (arrays for collectibles with ID, integer for levels, etc). Duplicate your variables into Permanent and temporary data, so just dupe and add prefix. On acquirement event, cast to save file and modify temp data accordingly. When the player commits to saving, transfer the current temp data as permanent data.

When the player starts the game, load from permanent data and set temp data to match permanent data.

#

I don't see what the game instance offers that the save instance doesn't already have

#

I will still end up duplicating my data vars

#

and still do this whole transfer and load

odd ember
#

ok, in which class would you do this?

zealous moth
#

the controller?

#

i don't understand your question

odd ember
#

like you still need to implement this logic somewhere

#

and it can't be in a class that is part of the save file

#

and it can't be in a class that is transient

zealous moth
#

i know... that's why i said it would all be in the save file

winter kettle
#

I have a camera in a pawn that im possessing but the camera isn't changing when possessing the pawn

zealous moth
#

ok, here's a question for you, in what cases is the game instance better than just using the save file?

#

@winter kettle cast to that pawn or on possess even, get the camera and set active

odd ember
#

@zealous moth but you can't have the logic in the save file if it's the save file being used

#

like the save file has the data, how would you retrieve the data?

#

you need a manager class to do that

#

that isn't part of the save file, that isn't transient

#

there are very few options once those two filters have been applied

#

one is game instance, the other is game mode

#

game mode deals with rules, so it technically shouldn't have the responsibility

#

so that leaves us with game instance

zealous moth
#

are we talking about 2 different things? The game instance is the same as the save file but has data for as long as the game is running.
Management of saving can be done through the actors when needed. If I pickup a heart and heal, I can modify that value in the game controller and submit it to the temporary save file.
Correct me if I am wrong

odd ember
#

how can the management be done by the actors themselves?

#

the actor can't tell itself to spawn

zealous moth
#

how is that related to the save system?

odd ember
#

because you need to propagate the saved data to the actor

zealous moth
#

yeah, the controller can do it

half osprey
#

This tutorial I'm reading says to create an "Event On Interacted" but the only thing that shows up is a message. Am I stupid or something?

odd ember
#

how?

zealous moth
#

it deals directly with its controlled pawn

odd ember
#

how would the controller even know about the actor?

#

yeah but that's only the pawn

#

what about everything else that needs to be saved?

#

level actors and their states?

zealous moth
#

ah you mean a random actor, it can check itself with onbegin play and check the save data if needed

odd ember
#

@half osprey can you link to it?

#

@zealous moth it won't have a begin play if nothing spawns it

zealous moth
#

@half osprey compile first

odd ember
#

like it sounds like you're assuming will be populated by the level itself or something

zealous moth
#

yes?

half osprey
#

Heres the tutorial

zealous moth
#

my game is not random, I place actors in levels and they are loaded as they should

half osprey
#

And I did compile

odd ember
#

@zealous moth if you load a save game then the actors won't be loaded anymore

#

that's the point

zealous moth
#

wut.... you load a level, then in the level all relevant actors can go into the save file to get the information they need.
This still doesn't answer what that has to do with the game instance, the instance itself does the same stuff.

odd ember
#

the game instance is the manager class

#

it manages the save games

#

it retrieves the data from a save game

#

and saves the data to the save game

#

it is accessible from any class, in any actor

#

it is global for the entire game session

#

it is not transient

#

which for instance a level WILL be

winter kettle
#

setting the camera to active isn't working

odd ember
#

@half osprey are you referring to the interface?

half osprey
#

Theres no event

zealous moth
#

@odd ember out of all the videos, posts and articles I have read about game instances, they are all saying the same thing as it is a save file that gets its contents deleted when the game closes. I have no idea what you are talking about when you say it is managing anything.

odd ember
#

so click on it

shrewd summit
#

I'm trying to make it if you touch this enemy an image appears on the screen. This is my code. But when you touch the enemy nothing happens

odd ember
#

@zealous moth game instance is the first class to start up when the game starts up. it is the last class to shut down when you shut the game down

#

it manages save games by retrieving the data on disk, and deserializing it

#

that data can then be dispersed to whatever actors or values you want

#

putting save games in the game instance means you can save things even before you enter levels, or between levels etc. it is always active

#

transient means a class will wipe all data after you shut it down. for instance once you finish a level and load the next, the previous level will have all its data wiped

mellow helm
#

Something simple I'm sure

#

DirectionVector is set to 10, 0,0 but whether I unconnect all nodes, use the local space node, or the velocity node it doesnt move either way

odd ember
#

@mellow helm direction needs to a value between 0..1

mellow helm
#

Not if speed is 0

odd ember
#

if speed is 0 then the projectile won't move

mellow helm
#

When speed is 0 the velocity vector is the actual velocity

odd ember
#

a direction by definition is a vector with values of 0..1,0..1,0..1

mellow helm
#

The DirectionVector is just a variable I created perhaps misnamed but either way

odd ember
#

projectile movement has a direction as well

mellow helm
#

Right but how it works is if speed is 0 the velocity field is the actual velocity. If speed is anything other than zero it will treat the velocity vector as just direction

odd ember
#

which is velocity

#

right but you're complaining about it not moving

#

in which case I'd say change the speed value

#

or put in another way, what project movement is doing behind the scenes is speed * velocity, so if any of them are 0, both are 0

sturdy notch
#

Have they developed a clean way to control the mouse with gamepad, yet?

rugged stone
#

im using a third person base rn and the player character always faces the direction of my key input (like if i press A it faces left and D it faces right ect.). i want it to always look in the direction of the mouse. how do i do this?

odd ember
#

oof

#

(screenCenter - mousePosition).normalized

#

then there should be a node called ProjectToWorld or something like that

#

that may work

rugged stone
#

how would i apply it

odd ember
#

depends on your character

#

but that will give you the direction in the world that the mouse is pointing towards from the center of the screen

rugged stone
#

okay

#

maybe i could set the rotation to that ig

odd ember
#

the thing is

#

the two cases you have aren't really comparable

#

because your character moves on input in one case, but in this case you aren't moving your character, just your mouse

#

unless there's an event called on mouse movement or on mouse delta

#

but I don't know if such event exists

rugged stone
#

i have input axis turn but idk if that has anything to do with the mouse lol

odd ember
#

sure

#

it may work

rugged stone
#

so what would i do with it

odd ember
#

I assume there's some node hooked up to turn already

rugged stone
#

its npt

#

not*

odd ember
#

you could try with AddMovementInput with a scale of 0, and direction being the one I told you

main lake
#

Guys is it possible to change the icon on the top left (UE4 logo) for my own logo, and put the text MyProject.fs in the center of the title bar, also changing it's font, and the color of the bar (on the screen you see the result of what i want is under the real bar ) please ?

odd ember
#

you're in the wrong channel buddy

main lake
#

Wich one do i have to go ? because i did that with blueprint

odd ember
main lake
odd ember
#

I dunno tbh, I think it's changed outside of the engine or through settings

#

don't think it's BP related

#

tbh I find it weird that you can set the window title in BP

rugged stone
#

i dont understand this ill just try it tomarrow lol

odd ember
#

what you want to do require some math knowledge @rugged stone

#

but I gave you all the answers on how to do it

winter kettle
#

so for some reason my custom character wont use its camera when possessed

#

did another character with a camera and it worked well, checked class defaults, spring arm component settings and camera settings of both pawns and even with the same settings my custom character still wont use its camera when possessed

viscid skiff
#

I have a system setup where a tick line trace checks which item I am looking at, and sets a variable. Then in the weapon, it checks to see if "E" is pressed and checks if the item I am looking at is self, then it will give the player the item and spawn the old item the player had on the ground in front. However, this becomes an infinite loop thanks to the tick line trace, and if I hold "E" the item will follow where I am looking, with the item I want to pickup continuously cycling. How would I fix this? Also if you want to see a video to explain better, DM me.

trim matrix
#

what is the equivalent for get player pawn for enemies?

odd ember
#

there is none

#

what are you trying to do?

trim matrix
#

casting

#

im casting to enemy blueprint

#

and enemy is casting to me which is fine

#

i got it to get player pawn

#

but now i need something for the enemy

odd ember
#

@trim matrix again, what are you trying to do

#

like in the sense of the world

#

what do you need an enemy for

trim matrix
#

so he can slice me up with a sword

#

i can slice him up

#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetAIController_ReturnValue_1". Blueprint: ThirdPersonCharacter1 Function: Execute Ubergraph Third Person Character 1 Graph: SLICE Node: Cast To BP_MASTERSLICER

#

now it makes error like that

#

:S

odd ember
#

@trim matrix you need to use collision hitboxes

#

read up on blueprint communication

#

it's available under pinned posts

trim matrix
#

wtf

pure tulip
#

Hey, does anyone have any idea how I would go about making a camera lock on system that allows me to circle an enemy, for a quadruped character? I don't have strafing on my character so I can't just rotate the character and camera to look towards the enemy. I'd like my character to move forwards (W) and backwards (S) and have it be similar to the A and D movement for a normal character that could strafe side to side and A and D movement for my character would be moving diagonally forwards, spacing me out from or towards the enemy.

maiden wadi
#

@pure tulip Well if you're turning the character sideways anyhow(To keep their broadside towards the target), your W and S should stay the same, move forward and back, but you might also have to add a little part that checks if you're target locked, if yes, on movement update, turn the character to face 90 degrees away from their target so that it would keep circling. You might also be able to add to your A and D if you're using those to turn, to clamp their max values when locked to let your character slowly turn inwards or outwards of their target. If that makes sense?

pure tulip
#

@maiden wadi I think so. The one problem is how do I manage to set my direction 90 degrees depending on if I am going clockwise or counter-clockwise. That's the issue I'm having. I also want to be able to stop moving and tap A or D to do a 180 turn and start walking the other direction, so I can't put it all off of a static direction I was facing when I locked onto the target.

maiden wadi
#

I dunno. You could do something like having a Clockwise bool. Get the initial lock on direction by checking the character facing against the target and then set the bool. Could use that to determine which direction to turn when pressing W or S, and then on A or D, set up a little turning sequence, and then flip the bool. Probably not the only way to do it though, just thoughts.

pure tulip
#

Yeah, that could work. Lemme see what I can do. Been up for hours longer than I should have been trying to do this so I might not be able to actually think it through properly till tomorrow, I hope I can now though.

late gorge
#

hi, can anyone help me debug a problem with an animation blueprint? when i try to turn on root motion it completely breaks my controller

#

and when i turn it off again it works... i printed all variables, they're the same regardless of the setting

#

i turned that to "Root Motion From Everything" from "Root Motion From Montages Only"

#

and it broke

sick sapphire
#

How do I make an explosion impulse? Its for an explosive I'm making, I want it to affect physical objects
I know its radial impulse but I don't know how to set it up

atomic salmon
sick sapphire
#

is there no way to do it in the projectile itself? (rpg rocket)

#

@atomic salmon

atomic salmon
sick sapphire
#

@atomic salmon ok so is there a way to get all the actors in a radius without using a sphere collision
because i wanted to do that, but it messed with other systems that also used overlap

atomic salmon
sick sapphire
#

@atomic salmon ok thanks dude

pure tulip
#

@maiden wadi I'm still trying to figure out how to distinguish which side of my character Is facing the enemy. I've tried as much as possible and the closest I've got is a -1 to 1 value (I can make it -180 to 180) when doing a full circle around it, but it spits out the same value whether I'm circling my left side in or right side in.

I'm probably missing a very obvious thing here but I just can't seem to find it...

atomic salmon
#

@pure tulip I am jumping in a bit late in the discussion, but one way would be to evaluate the Look At Rotation between your character and the enemy, then calculate the Delta with your character's rotation. That should give you the quadrant your enemy is respect to your character. You can use Find Look At Rotation and then Delta Rotator and look at the Yaw.

foggy egret
#

Seems like I'm having a compilation error

#

would appreciate some help

pure tulip
#

@atomic salmon You're a legend! Ty

foggy egret
#

currently, my main menu is not loading as a result

gentle urchin
#

well it shows that the actor references does not have the variable the engine is looking for, which gives you the rest of the errors..

foggy egret
#

umm, I'm very weak with BP, so I'm guessing from what you say.. its perhaps a typo .. that is leading to a wrong reference, or something else perhaps?

gentle urchin
#

Not a typo,

#

so the RuneOrder does not exist inside the BP_RuneController Actor

#

it's shown by the grey background of the "Get RuneOrder" node

foggy egret
#

this is non-confidential project, can I perhaps share it with you .. by giving you git access ?

#

I have no clue how to fix it

gentle urchin
#

figure out if you need it

#

if you do, you must add it in the BP_RuneController actor

#

if not, just remove it

foggy egret
#

I basically have 3 runes on 3 locations in my map, and they have to be activated in a correct order

maiden wadi
#

@pure tulip Was away, you get the math on that figured out?

foggy egret
#

for a bridge to appear .. leading to boss island

#

I could share screen perhaps? @gentle urchin

gentle urchin
#

Dont really have time for that, sorry

foggy egret
#

ah its okay, I understand ๐Ÿ™‚

#

any idea how I should be fixing this?

gentle urchin
#

In your case, i suppose you need it

foggy egret
#

yeah

gentle urchin
#

In that case you must add the variable to the actor in reference

pure tulip
#

@maiden wadi vr_macro figured it out for me. I've got the left and right working great now I'm working on the A and D to move further away and closer. Then I'll work on the direction change. ๐Ÿ™‚

gentle urchin
#

so open up BP_RuneController, and add the new variable, of the same type as the RuneOrder

foggy egret
#

ah.. I see thanks ๐Ÿ™‚

#

I will try.. fingers crossed

#

is my buttons okay btw?

foggy egret
#

uff.. for some reason .. this is happening: The main menu UI is not occupying the full screen, even though I have set it so..

atomic salmon
#

@foggy egret UI in general is scaling without deforming. Your PIE window has a weird aspect ratio, so that is expected.

#

Try to play in a standalone window or in a game window.

exotic warren
#

ay, does the "Execute Console Command" node work on non-debug builds

atomic salmon
#

@exotic warren it depends on what they do, but in general yes

exotic warren
#

Well mainly I was thinking about the Engine Scalability settings

#

But I guess C++ exec functions too?

#

what specifically can't you do with them?

atomic salmon
#

@exotic warren scalability settings work. I had a VR project time ago that was changing them on the fly in that way.

#

What doesn't work is in general anything related to on-screen debugging.

exotic warren
#

ah ok

#

ty

trim matrix
#

In the 2D side scroller, does anyone know how to apply force to trajectory?

#

I want to make the character jump, but I don't want to use the "jump" event which pushes the character straight up.

#

Rather, I want the jump to follow a trajectory.

#

By applying a force on the x and y

hallow sun
#

you can give it a direction vector and if everything is set correctly, your character will fly

fluid folio
#

Hello can someone help me? I tried to put all the connected blueprints in one screen, basicaly whenever i hover cursor over my enemie unit it should highlight, but it does it only sometimes, after unit moves to new location it wont highlight, then after few more steps it works again. I have tried changing the collision presets and messing around with the "detect under mouse" bluepriint but with no succes. I am still prety much a noobie and learning from toturials, and got stuck here. Thanks in advance!

foggy egret
#

@atomic salmon .. I managed to fix the issue otherwise.. even in standalone window, I was having the same issue.

#

thanks though

maiden wadi
#

@fluid folio Where are you calling that DetectUnderMouse function from?

fluid folio
#

From BP_player_controler on event tick

maiden wadi
#

Collision presets should be fine if it works even half the time. Does it work constantly if the unit never moves?

fluid folio
#

Yes if i am able to over the unit it works all the time till they move

#

after they move few times i can over again at some point but its not constant, feels random to me

maiden wadi
#

Can this affect more than one unit at a time?

fluid folio
#

i have them in groups they are random from 1-4 units per group, so i can highligt one of the groops once overed.

gilded pebble
#

Would it be possible to get the remaining vertices and triangles of a mesh after slicing it?

maiden wadi
#

@fluid folio I'd probably clear the CurrentOveredUnit regardless of if it's valid after the mouse check. But other than that, I'd put print nodes after all of your branches to make sure things are acting correctly.

fluid folio
#

@maiden wadi Put clear here? Placed it but also only works after highlight possbile, or you wanted me to put it right after the first if branch?

twin pollen
#

guys, how do I set an UMG animation to loop? I can't really find it

atomic salmon
#

@foggy egret did you have to create a scale box?

twin pollen
#

You mean change the scale ?

#

Oh, that's not me, okay

foggy egret
#

@atomic salmon no actually I just had to turn the anchor of the background image to occupy the whole screen (a pre-made anchor default in the lower-right corner)

#

also, I made a different map for main menu only

#

the first thing fixed the issue, the second made it so that even if my game was broken, I can launch the main menu at least in standalone window mode

#

which is actually the case, as I was not able to get it to run in standalone earlier because of serious bugs in my gameplay blueprints

vernal torrent
#

Hey! I'd say I'm below average with blueprints, I've only used unreal for a month or so. I have a problem and I think it's pretty weird, I have a variable referencing an object, (it worked yesterday, btw) and then I get the position of it. Well, it looks like it doesn't work,

#

I've got two variables, default ball location and ball

#

If I cast to Ball the error goes away but it still doesn't reference it, something like that

wet swift
#

Hi, I have been working on this fairly large level (I had to increase the texture pool multiple times) I have been doing nothing out of the ordinary and then all the sudden when I go to open my level it gets to 70% and then crashes with no error. Any ideas?

serene terrace
#

Hey, can someone help me... again. Well, the stuff is: I wrote algorithm that smoothly aims pawn towards the position of camera. And it works very fine

Until I hit something...

slender ridge
#

It looks like its because your using physics, rather than logic, to move your dude around.

serene terrace
#

Well, yes, I'm using physics. Actually, movement is just "Add Force" nodes

#

But that doesn't actually change anything

#

I guess

slender ridge
#

Physics is great, but you will lose finite control at some point. You have a few options. The "easy" way from where your standing now would be to manually dampen the forces on your object so you can get rid of your jitter... but...

#

I would recommend you have your forward vector of your actor drive its position instead. Lerp/Tween to it rather than relying on add force

#

If you still want you ship to bounce around when it hits something, you could disable that lerp for a time.

serene terrace
#

For what time and even why though?

#

I mean, I didn't understand why my variant is appears to be non working

#

Pawn rotates towards the camera. The camera is always stay in it's position after the "collision". But yet still, pawn refuses to rotate back

slender ridge
#

Well, its because when you hit something, its applying all kinds of force in a non-cardinal direction. Ill bet if you look at the forces applied to your ship after it hits something its going to be all over the map . Like #.000#

#

you could either dampen those values (which would work, but never 'feel' tight), or drive with logic rather than physics, so when you bounce into something you dont have that problem.

#

Like A is my current forward vector, B is my desired forward vector, and have a value where you lerp between them.

serene terrace
#

What is force's deal there?

#

Ok, let me check something

slender ridge
#

if after you hit the wall, the rotational force is {4342.00000041241,-82131412.00000041241,0}, trying to even that out takes a little doing. When you rotate towards a point it looks like its over compensating.

serene terrace
#

I don't know what force is continue to be applied even after I stopped colliding with wall. And also I changed my algorithm so it now just sets rotation to cam's rotation (without interp, just sets rotation every tick) and even then this stuff happens. What force can overtake a tick?

#

Well, whatever. I'd like to look into original Flying Sample to see how this stuff handled there. I think I saw this type of thing

#

Well, that didn't work

vernal torrent
#

Does someone wanna help me to figure out how to fix my problem in a voice chat? I'd really appreciate it

odd ember
#

what's wrong with typing it here?

vernal torrent
#

I did, but then other people posted their problems and it got "lost". Also and more importantly, I'm not good at explaining things in chat, as I'm not super experienced with ue terminology and I'm not a native speaker

#

also, I can share the screen in vc

odd ember
#

it's just a big ask, that's all

vernal torrent
#

wdym?

odd ember
#

like you're asking a lot

#

like i can't be bothered doing voice chat

#

but I'll try to help regardless

vernal torrent
#

ah, ok, fair enough

#

I'll try to explain the problem again

odd ember
#

i saw it

vernal torrent
#

does it even make sense?

odd ember
#

the thing is the ball is probably not spawned by the time you try to recall its position

vernal torrent
#

nope, I added a one second delay and I still have the problem

#

the weird thing is that it worked yesterday just fine, but not today, I even have restarted my pc...

odd ember
#

are you doing it on the ball itself?

#

or where are you running the logic?

#

if it's running on another actor the ball may not have spawned by the time you try and run it

#

is all

vernal torrent
#

I'm running it in the player

odd ember
#

is the player the ball

vernal torrent
#

nope

#

ok, let me try to explain

#

I'm doning a physics based game, so you can move platforms and when you hit a button a ball falls

#

so, I want to get it's position so that I can reset it's position in-game

odd ember
#

you shouldn't be doing that logic in the player

vernal torrent
#

hmm, but I made a variable with the ball in it and it worked fine yesterday, I'm running more stuff in it, is there a reason why I shouldn't be running code in there?

#

btw, I really appreciate the help you are giving me ๐Ÿ˜„

odd ember
#

generally each actor should only have code that is responsible for itself

#

so if you want the ball to reset position, the ball should do that

#

not the player

vernal torrent
#

fair enough, let me try that

#

(the input is from the player, so I did it in there because of that)

odd ember
#

what kind of input?

vernal torrent
#

a controller input

#

oh, it's a vr game btw, but it shouldn't matter in this case

odd ember
#

no it doesn't matter

vernal torrent
#

yeah, it works if I do in in the ball actor!

#

I still don't understand why it worked yesterday but not today, but this is enough for me! Thank you so much for helping me โค๏ธ !

weak spruce
#

finally

#

that 10 minute waiting period is harsh, shouldn't have left before

#

does anyone know how to get the current camera viewport size in world units?

#

trying to make a background plane that covers the entire camera view, but I don't really want to make it ridiculously big since I've got some assets that need to be just on the edge

#

I've only found viewport size in relation to the UI toolset

odd ember
#

well yeah

#

viewport size is screen size

#

why don't you just make a screen space widget that fills up the space

weak spruce
#

I need it to be behind in-game assets

#

it's 2D I should mention

#

so there's a tilemap, some entities, and behind it all is this backdrop, which is a dynamically rendered sky

odd ember
#

mmm I see

weak spruce
#

eventually I'll have some clouds drift by too, but that needs to be relative to camera position

odd ember
#

I mean you can make the clouds in front of the background

#

I recommend doing that

weak spruce
#

sure, yeah

odd ember
#

there is a node called ProjectScreenToWorld

#

maybe you can use that to gain an insight

#

but generally I'd just make it big and occlude it

weak spruce
#

hmm, occlude how?

odd ember
#

it's going to be a plane anyway so it's not high on performance

weak spruce
#

yeah exactly

odd ember
#

put something in front of it

weak spruce
#

right

#

I suppose if I could get the screen size

#

use ProjectScreenToWorld on the width and height that should work

#

thank you, I'll give it a spin

#

hmm no, that didn't really seem to help

#

it requires something to project in relation to, and that kind of throws it off

late mango
#

Hello, can someone tell me how can I implement Admob Rewarded Ads in a game,
I saw on Blueprints there are Banner and Interstitial ads but no Rewarded Ads node.

burnt obsidian
#

is there a way to compile all blueprints in my project at once? I have this issue evertytime I change something in a struct I have that I have to manually go to every blueprint where its referenced

#

and click compile was wondering if theres a way to just compile everything again

odd ember
#

@weak spruce I mean like I said the best case scenario is still just putting a big plane in the background

#

there are no downsides to it

weak spruce
#

Yeah I know, and that's sort of how I've solved it. The issue comes once I am going to introduce the cloud sprites

odd ember
#

why?

#

just put them in front of the background

weak spruce
#

but how do I size them correctly

#

they're a full-width cloud cover

odd ember
#

not sure what you mean?

weak spruce
#

hold on

#

so here's the cloud spride

#

needs to be just wide enough for the camera view

odd ember
#

so what's the issue?

weak spruce
#

well screens come in all sorts of sizes right?

odd ember
#

yeah you're not going to solve it just by making it fit your screen size

#

why don't you just a few planes next to each other so it's continuous

weak spruce
#

because they're not supposed to be scrolled sideways

odd ember
#

does it matter?

weak spruce
#

for parallaxing? Yeah, it does

odd ember
#

I don't see the issue

weak spruce
#

they go along with the camera?

odd ember
#

but why?

#

such a roundabout way of doing it

weak spruce
#

what do you mean

odd ember
#

and it won't work for all screens either

#

like it seems you are trying really hard to shoe horn in this idea of yours because you think that's the only way it'll work

#

... but it won't even work for any screensize that is different than your screen

weak spruce
#

listen man, I just wanted to figure out if there was a way to get the screen size in world units. I didn't come here for a lecture on my ideas

odd ember
#

well then good luck

#

I tried

weak spruce
#

sure

manic widget
#

@vernal torrent Hi, could you explain how do you reference the ball in the blueprint you showed

vernal torrent
#

I just added a variable that was the actor, but don't worry, I fixed it by running the code in the object itself

#

so now it works ๐Ÿ˜„

manic widget
#

Ok, good it worked. Just for info, making a variable and setting it to the object is not a way of referencing objects. You have to reference the actual instance of the ball spawned. One way of doing it is for example when you spawn the actor, you set the output of the spawn in a variable, so your spawned actor is the one referenced

#

I hope I explained it in an understandable way ๐Ÿ˜ฌ

#

For example, if your game is about spawned balls, you should have a ยซย ballManagerย ยป blueprint, who will spawn the balls and reference them. Then you can add logic for managing the balls in this manager ( spawn, des pawn, counting them, etc...)

odd ember
#

@manic widget in his case it was about the fact that he did before the ball spawned

#

in any case his case was solved

manic widget
#

@odd ember yeah, sorry if I got carried away here

vernal torrent
#

Thanks for the info, I'm sure it will help a lot in the future!

half osprey
odd ember
#

is the light switch implementing the interface?

half osprey
#

I... think so?

atomic salmon
#

@half osprey did you add the interface to the switch BP?

#

Class Settings --> Interfaces

#

And then hit Compile otherwise you won't be able to use it

half osprey
#

Uhhhh, where is class settings ๐Ÿ˜‚

atomic salmon
#

Top menu bar

#

Icon with a paper sheet and a gear

#

Kind of

#

You need to be editing the Light Switch BP to see it of course

half osprey
#

Oh yeah that I'm dumb lmao

#

Okay I put that in but I still get no event for it

#

Wait nvm I got it

#

Thank you!

#

Okay I got the event and all that but pressing the button still does nothing :///

#

I have the light targeted as well

odd ember
#

@half osprey you need to do something with the event

half osprey
#

I have it linked

odd ember
#

and where do you trigger the event?

half osprey
odd ember
#

you should make sure you're actually hitting something first

#

and try with a print string node instead of the toggle visibility

#

that way you have visual feedback for it working

half osprey
#

I should be hitting the hitbox like it says in the tutorial

odd ember
#

you don't know that

half osprey
#

I put print string in the bp and still nothing

odd ember
#

well then it doesn't hit probably

half osprey
#

Ok so I looked more at the guide and it says in thirdpersonbp in one part to use your camera for something. They used firstpersoncamera but there isnt a thirdpersoncamera so I used follow camera. Anything else I can do?

odd ember
#

try

#

like I think you're already in above your head and should probably try something easier to start out with, but since you've come this far you might as well see if you can finish it

half osprey
#

Well thats what I've been doing but I was thinking that maybe that might why it isnt working

odd ember
#

there is a boolean on the trace node you can use

loud cipher
#

im compiling shaders and it started at 10,000, its now at 8,000 but has been compiling for 6 hours now

half osprey
odd ember
#

@loud cipher wrong channel

loud cipher
#

oh yeah

#

my bad

odd ember
#

@half osprey yes

half osprey
#

Gotcha, what bool should I use?

odd ember
#

it's on the node?

half osprey
#

Hm?

odd ember
#

cmon man work with me

#

I'm not being cryptic

half osprey
#

I'm sorry I'm stupid ๐Ÿ˜ฅ

#

I'll just go do something else, sorry for annoying you

odd ember
#

@half osprey I mean this is kind of what I also meant with being in over your head. you started out by picking something that's pretty complex to do, that people with more experience than you fail to do properly

half osprey
#

I just thought it would be smooth sailing since I had a tutorial to read and follow along with

odd ember
#

maybe find a tutorial for something like, idk, spawning bullets as projectiles and go through the basics of variables and functions

#

like what is an input, what is an output, how you can make those work together

#

you can find a LOT of badly written tutorials out there

#

best to take the ones that are available either on epic's wiki or straight from the documentation

#

at least to begin with

#

once you gain more experience you can go more complex

#

but there's no reason to throw yourself into the deep end day 1

#

it'll just burn you out

granite steppe
#

Hello all. Please, who knows this - can i change default UE4 material thumbnail preview shape, from sphere to cube? Not for some material - for all materials in all project(s)? Thank You.

odd ember
#

making games isn't easy

#

@granite steppe you're in the wrong channel for that question. try #graphics

half osprey
#

This isn't day 1 for me, but I get what you mean. I'll go learn the more basics

granite steppe
#

how is that graphics, it is BP editor question...

odd ember
#

the material editor isn't BP

#

@granite steppe

#

the material editor is its own editor within the engine

#

#graphics is where you ask questions about the material editor

charred flint
#

What is the best way to make the landscape thick? Right now I have a voxel editor in my game but if you try to lower the ground it doesnt make the landscape but just makes a hole

odd ember
#

@charred flint also not the right channel. voxels you can try asking about in #graphics too

charred flint
#

You should become a moderator ๐Ÿ˜Ž

#

thanks to mate ^^

granite steppe
#

i am asking about thumbnails in UE4 editor browser. Not particular in material editor. Oh well ๐Ÿ˜ฆ

odd ember
#

@granite steppe right okay, but that is still not blueprint. perhaps someone in #ue4-general can answer it

granite steppe
#

thanks

snow geyser
#

Working with splines atm and cant find any documentation on what I had originally planned. Does anyone know of some tutorials / documentation / etc related to attaching spline to static mesh? General plan is to create a static mesh at point A and B, then connect them via spline

twilit heath
#

there is a live stream for splines and spline meshes somewhere

snow geyser
#

Well I mean I have a general understanding of implementing splines, its connecting them to static meshes that ive not seen

#

if possible at all

tight schooner
#

Yeah you can make spline components and add spline points with BP nodes that you feed with inputs for transform and (if desired) tangents. I'm away from my PC so I can't give you the rundown though. But I'd suggest noodling around with it in a construction script.

#

Not sure what you mean by "connect". Like are these meshes going to move around?

snow geyser
#

building a road system for a city builder. I want to create point A-B with static mesh and the middle fill in with spline / generated roads. Then eventually be able to create junctions along the spline that would insert static mesh to create the junction in the middle of the existing road

#

I want it to look more grid-like than say cities skylines where its obviously splines

#

which is why I want the static meshes for the junctions / corners etc

tight schooner
#

I never actually played with sockets but I'll guess that static mesh sockets would come in handy for defining the attach points for the splines. There's gotta be some Get Socket type node...

odd ember
#

you dont need sockets

#

spline nodes will handle it all for you

#

I did one of these like years back

snow geyser
#

Including the insert static mesh along a spline line and essentially splitting it?

odd ember
#

yeah so per new spline node you start a new mesh

#

the spline path determines the previous point's mesh's trajectory + transform values

#

I did one specifically for pipes so I could do thick pipes into thin pipes etc.

#

solving rotation was a bitch since this was before quats

trim matrix
#

theres a AddForce node
@hallow sun Add force doesn't seem to do anything to the character. It did say I needed to make the 2dcharactercapsule simulate physics so I set that accordingly but sitll nothing

odd ember
#

what values are you using?

#

usually add force needs to be pretty high to show

trim matrix
#

So there's twoo Add Force.

#

One is for Character Movement.

#

The other is for Physics.

#

if I try to use the physics one, I have to enable physics on my character capsule.

#

Which just causes my character to fall below the platform.

#

So I think I still have to jump, but I can add impulse after the jump and then move the character in some direction!

#

And yes you were right, the number needs to be very high!

mighty fable
#

Hey guys, I was curious if you could help me figure out how to blueprint something...
I'm looking to have a base character within the game and have it output a different color from the player controlled character, if that makes sense.

odd ember
#

@mighty fable you'll have to explain it a bit more than that

mighty fable
#

@odd ember Ok, so I have the player model set as the same model as the npc standing in my scene. What I am attempting to achieve is that when the game loads it will render the npc as a different base colored material than the player controlled unit. If that makes sense

odd ember
#

ok? do you need it to be dynamic or just static?

#

if static just pick a different color

#

@mighty fable

half osprey
brave hatch
#

I want to make a mechanic where enemies will run away from or stay out of light created by both the player and environment, how does one go about doing that?

mighty fable
#

@odd ember Dynamic

snow halo
#

Any reason why i can't get this to work in a level blueprint? The pawn has a movement component. It's inherited from the default pawn which comes with one.

tidal jacinth
#

I want to count how much time a button is pressed, any easy way to do this?

snow halo
#

works with action mappings just fine don't understand why a simple F input node wouldn't work

tidal jacinth
#

I'm getting very confusedx with the timers

stuck hedge
#

Anyone ever seen a phantom reference like this? I went into the pause menu and can't find any reference at all to this BP. No variables are set to it, there are no casts, or anything else.

faint pasture
#

@stuck hedge Everything compiled and saved?

stuck hedge
#

Yes, everything is compiled and saved. neither had been opened when I went to delete the TPC BP. I checked, and the TPC BP has a reference to the pause menu, but the pause menu does not seem to have any reference to the character BP at all

#

so I'm not sure why it's claiming it does.

faint pasture
#

Try just delete it and see what happens.

#

You are using version control right?

#

@tidal jacinth Count how many times total or within a timeframe?

tidal jacinth
#

@faint pasture within a timeframe

#

Whenever it's released I need it to reset

stuck hedge
#

@faint pasture Yes of course, I'd just never seen something fail like that before. This is a half-done project I'm coming into, so i'm not entirely sure what the person before me did. i've never seen it kick up and claim there was a reference like this though when one didn't seem to exist. At least not in any of my projects. I just wanted to check and see if there was something I might be missing that someone had experience with.

faint pasture
#

@tidal jacinth How would you press a button multiple times without releasing it?

#

What are you trying to do though?

tidal jacinth
#

Hmm, see what you did, that's not actually what I need. I need how much time the button has been held not how many times.

#

If it was pressed for 3s I need an output float of 3 for example

faint pasture
#

sec

#

You could also use a timeline, depends on what you're trying to do

tidal jacinth
#

@faint pasture almost that my man! I need the exact seconds elapsed while it's being held. But you gave me an idea! I'll subtract that stored variable by the game time seconds until it's realised and I'll have the float I need! Thanks!

faint pasture
#

What I gave you will give the exact time elapsed

tidal jacinth
#

Sure, but it'll give me the final elapsed time

faint pasture
#

Do you need time elapsed as it's held down or only when released?

#

What are you trying to do, exactly?

tidal jacinth
#

As it's held on

faint pasture
#

Is there an upper limit? DO you need it to go to like 30 seconds or only up to 5 or so?

tidal jacinth
#

Wheelie, based on how much time the button is being held

#

Up to 2 or 3 max

faint pasture
#

K then do this, sec

tidal jacinth
#

That should work! I'll try it!

faint pasture
#

Timeline has keys 0,0 and 3,3, but you can do whatever. You want to use timelines whenever you need something to change over time smoothly and need the numbers as it goes.

tidal jacinth
#

Sure! Makes sense! The only issue is that I can't use timelines on a widget

tidal jacinth
frank garnet
#

Sorry to chip this in but any blueprint for shooting stars in a custom made skybox?

#

Kindly DM so It doesnt disrupt the current conversation

hybrid topaz
#

Hey. I am trying to make window wholes in the walls of a room in the gameplay. is this something anyone can help me with? walls are instanced static mesh.

plush ridge
#

When I click the "isValid" or "Branch" in this error, it takes me to a "StandardMacro" for those instead of where in the Blueprint it failed. It's weird that it's throwing an error during an IsValid check, that's what those are for ... thoughts?

surreal peak
#

It tells you on the left

plush ridge
#

It says it couldn't read my "Opponent" variable in the BP_AIController class but that's very vague

surreal peak
#

Ubergraph is usually the eventGraph

plush ridge
#

Why would it throw this during an IsValid node though? Isn't that what IsValid is for?

surreal peak
#

Show the code

plush ridge
#

I don't know where it's happening in the event graph, there are 3, 4 maybe more places where the Opponent variable is checked in an IsValid

#

An example

surreal peak
#

Even if you click on the Branch?

plush ridge
#

The Branch seems to refer to the branch in the standard IsValid macro

surreal peak
#

That is indeed weird

#

Disconnect one by one and see when it stops

plush ridge
#

Okay, will do

#

yeah, found it