#blueprint

402296 messages ยท Page 429 of 403

teal spade
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see? on impact, two values are zero

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which throws the array off

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well, I think I'll debug this later, maybe I'll come up with an answer; or switch to capsules

faint pasture
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I see 3 traces going full length and not hitting anything.

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"on impact" when do you determine that?

teal spade
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when it hits the static object. its done by blueprint. other than that, I can't tell you much. and the reason why it doesn't touch, because it launches the character in the air

faint pasture
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You're prolly having 1 trace hit before the others. Just use 1 trace, there's no reason to use 3. What are you trying to do, detect when facing a wall?

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@short coral That should work. Just check every few seconds if any ai are out of range and if there's any new spawn points in range.

short coral
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Thank you both , i'm trying it in a bit and will report back with the findings

teal spade
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yes. And the reason why I thought to use three traces, is to find an equal grounding, on uneven surfaces

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and to check if the pawn can fit/can climb

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certain obstacles

keen goblet
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How do I get a dimension of a vector in a Math Expression? SomeVector.X isn't it ๐Ÿ˜ž

odd ember
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@keen goblet make a vector, double click the math expression node, split it, exit it and see what it says

vapid owl
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Is there an easy/good way to get all widgets currently in a camera's view?

upbeat sinew
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Does anyone know to get refence to Real time to reset a quest system every hour? Id like to this to also run offline to encourage replayability and give reward guided direction to players

odd ember
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@vapid owl if they're in a hierarchy you could remove the parent from parent

keen goblet
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@upbeat sinew "Now" returns the current Datetime

short coral
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@odd ember Is there a way to make overlap events ONLY work on the player character? I tried looking into to its collision properties but if pawn is set to overlap it detects other characters besides the player character

vapid owl
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I'm not quite sure I follow. Remove the parent from parent? How is that checking if it is in the camera's view?

upbeat sinew
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@upbeat sinew "Now" returns the current Datetime
@keen goblet Thank you!

keen goblet
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@odd ember Can't split vectors inside a Math Expression b.c. they're read-only. Ended up not using a ME for my problem anyway, so point's moot

odd ember
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@short coral you kind of want that, you can check on the character overlapping by casting it

night grotto
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I have a question about Animation Blueprints. Right now on my project we have several skeletal meshes, and we have a base ABP for each skeletal mesh. In the blueprint for each, we have common code that has been copy/pasted between ABPs because I'm not aware of a way of creating a library of shared functions that can be shared across ABPs with different skeletal meshes.

I'm probably missing something basic here - help?

keen goblet
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@short coral You could make a new collision channel for your player pawn too

odd ember
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you could but you really want to be able to reuse collision

keen goblet
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What do you mean by that?

odd ember
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so in the interest of future proofing

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I would not recommend it

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like later on you could reuse the same collision for other things

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some things you will want to have all characters respond to

keen goblet
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Makes sense! Good tip

odd ember
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I recommend you look up technical debt as well

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this is something you should strive to avoid

trim matrix
keen goblet
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@odd ember Didn't know the name for that concept before; thanks

trim matrix
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Oh, I ticked use Pawn Control Rotation, that's why it didn't work.

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Uh... I can't look up or down now.

teal spade
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@faint pasture @odd ember I added a bool chain, to check if all three lines fired; that seems to have fixed the issue! thx for the help.

trim matrix
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I saw this Make FOscillator node, it looks like what's being used for the camera shake class.

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There's also ROscillator.

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It doesn't do anything with this setup.

sick sapphire
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oh wait i just noticed there is an AI section
sry

odd ember
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@trim matrix why aren't you using the camera shake?

trim matrix
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Because I want to increase the frequency with the Move Input axis.

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And I'm not sure I can affect the Camera Shake Class to modify the values.

odd ember
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if you're not sure why don't you try first?

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you can increase the intensity with delegates

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skipping over functionality without testing it thoroughly is a bad call, especially when that functionality is literally made for this

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you get no points for reinventing the wheel, if you catch my drift

trim matrix
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This doesn't work.

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I took the Axis down there, multiplied by 3 so it's not multiplied by 0 to 1 and multiplied again with the Frequency.

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I'm trying to do the same for the weapon, make a weapon shake like the camera.

odd ember
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weapon shake needs to be handled individually

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anyway the reason it doesn't work is because you don't change the values on the class, you change them on the object

fallow fox
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Hello. I'm trying to rotate the pawn to look at a specific actor. I've disabled the camera control rotation and checked only rotation pitch and yaw.

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If I don't disable manually the rotation pitch and yaw it doesn't work. But in this way, after the delay, the camera jumps again to the initial rotation

cinder citrus
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Guys, How to make a camera move when paused? (Already tried setting bIsCameraMoveableWhenPaused to true , didn't work)

odd ember
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you want to do it over time @fallow fox ?

fallow fox
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I've placed the delay, because otherwise is not working

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This is what you want to say?

odd ember
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I have no idea what you're trying to do

fickle nebula
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Hey guys, I'm using get all actor of class to save this in my save slot, and I have items that the player placed there, so I need to spawn them, how I do it, cause I dont have the location of each obj in the level?

trim matrix
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I got a question. Also sorry for my behavior yesterday whoever saw. I was just stressed. Anyway, i have some tents that need to be spawned in randomly to hide from the enemy. How can i spawn a specific number of tents and scatter them across the map?

fickle nebula
odd ember
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@fickle nebula each item should do it

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only each item knows its own location

fickle nebula
fallow fox
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If there is an explosion I want the pawn to face that explosion. To disable the movement until is rotating

odd ember
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@trim matrix I think there's a node called something like spawn points in volume or something like that, try googling that

fickle nebula
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@odd ember yes, each Item is doing.. but it works in cases I need to destroy it from the level, but imagine the case the player placed it, so how I store the location?

odd ember
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the same way

cinder citrus
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Nvm, got it (needed to set PerfomrFullTick on controller)

odd ember
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what you want is any time the game saves, before the save itself you issue a call to each item to return their current position for instance

fickle nebula
odd ember
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yeah but it's not a good way of doing it

fickle nebula
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how I do?

odd ember
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you really don't ever want to use get all actors of class

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use event dispatchers and what I said

fickle nebula
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I dont know how use dispatcher T.T

odd ember
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then I recommend finding a tutorial

fallow fox
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Ah. Solved the rotation using set control rotation. Now the pawn is facing the actor I want

fickle nebula
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for a while I'll do that way.. I've just watched videos os dispatcher.. but I dont know how to use, anyway.. thank u xD

odd ember
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it's a way to call multiple entities with 1 call

leaden glacier
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Getting some weird array behaviour I don't understand. In an array of 10 elements, all set to 1, the following always returns 0:
https://i.imgur.com/eMeopgS.png

I can only get to to return the right value when reading the value in the same function i set it in, when reading it from anywhere else it returns 0.

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Am i using the wrong get function?

half osprey
fathom portal
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@half osprey use "get velocity", the simply check if that's close to zero

leaden glacier
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I'd probably set an last input time and check against current time every tick. Velocity limits you to moving, in a game with UI interactions it wouldn't work well I assume.

fathom portal
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@leaden glacier what's calling the function?

leaden glacier
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I've tried calling it from an animbp (intended use) and from tick in the actor itself

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neither work

fathom portal
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Can you show the tick version you tried?

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If you haven't deleted it yet

half osprey
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Use get velocity into a == node right?

fathom portal
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Sure, or a > node

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Or a < node, etc. It's simply a float

leaden glacier
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Where as can been seen on the right I've set all values in the array to 1

half osprey
fathom portal
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@leaden glacier But you're converting your enum to a float. I've never done that before, what is that supposed to do?

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Sorry @half osprey, use "Get vector length" out of the "Get velocity", then it's a float, my bad

leaden glacier
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Enum to integer, enums are internally set from 0 onward, so you can iterate over them and get unique indexes

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If i print the integer value of the enum, i get a correct index for the array

fathom portal
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I never knew they worked that way, interesting

leaden glacier
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It's useful

fathom portal
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Then I've no idea why it's returning 0

leaden glacier
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Yeah me neither lol

half osprey
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Oh wait I'm stupid xd

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Wait nvm xdddd

leaden glacier
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A vector is just a point, can't get a length from it?

fathom portal
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A vector is a point, a direction, and a line segment

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Lemme open my project and see

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Maybe I'm misremembering the name of the node

leaden glacier
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Right i forgot it can be a segment

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In which case the node is VectorLength

fathom portal
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Yup, vector length:

gusty willow
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thats looks right?

fathom portal
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What are you trying to do?

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Because that simply binds the event, it doesn't call it

gusty willow
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wait for a event

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to complete

surreal peak
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Yeah that looks fine

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Given you start the request after that

exotic moth
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I need to be able to scale my material to fit a specific length in world units. No idea where to start. I tried searching for scale to fit. Didn't find any results that were close.

surreal peak
exotic moth
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ah ok

leaden glacier
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Found the issue with the array stuff. It's a big problem present in every engine build I've tested so far ๐Ÿง

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It's human error and oversight.

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I was overriding the array by accident.

trim matrix
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hey can someone tell me how i can make it where my character doesnt sprint in any other direction but forward?

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i have a sprint blueprint set up already but he sprints in all directions

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i want the speed to slow down when he goes anywhere but forward

distant sedge
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On your InputAxis nodes check if side strafing or backpedaling, then decrease the Axis Value by a modifier like x 0.25

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Before passing it into Movement Input

elfin flicker
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Hello guys, i have a little problem, my camera doesnt work as I would like, i have TPS camera and i want to rotate around character. Now camera is rotate with my character like in gta vice city. Can anyone help me? :<

trim matrix
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@distant sedge how would i check for strafing or backpedaling?

frigid anvil
trim matrix
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I have an issue

distant sedge
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@trim matrix This is a modification to the FPS test, if moving left or right slow it down to 80% of max speed. If moving backwards slow it down to 60% of max

trim matrix
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ty

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I want my gas cans to spawn ON the terrain and scattered all across the map

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how can i do that?

elfin flicker
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@frigid anvil Working! THX!

trim matrix
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Can someone help me PLEASE?

gentle urchin
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First thing i can think of is just defining spawn bounds, finding your max z height, randomly spawn inside bounds with z defined as hit location of a linetrace,if the hit lands on landscape

leaden glacier
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^ that's generally how to do it i'd say

trim matrix
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can you put that into code and show me? I have a learning disability

gentle urchin
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Guess i can slap something together

trim matrix
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thancc

gentle urchin
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Do you intend to spawn them in editor, or at gamestart ?

trim matrix
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at gamestart

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Sorry about my disability

gentle urchin
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Nothing to be sorry about

trim matrix
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ping me when you post it

solemn dagger
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hello, i want to create a "move gizmo" , does this exists anyone knows ?

gentle urchin
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I generally dont like doing things in the level bp, so I'd advice moving it to a separate actor just placed in the world, and worst case hard referencing the landscape

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If you got several landscapes, this method would require you to have 1 actor per landscape

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Anotherthing is the WhileLoop. Can be dodgy if you're not familiar with it, so could be beneficial to replace it with a forloop

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then its just calling the function on beginplay

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Ignore my naming convention, it's not fitting here. tired ๐Ÿ˜›

trim matrix
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Thank yee

gentle urchin
trim matrix
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thank ye

trim matrix
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@gentle urchin it crashed my engin

gentle urchin
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I bet i can guess why

trim matrix
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:/

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how can i get around that?

gentle urchin
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Make sure that AmountToSpawn has a value

trim matrix
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it does

gentle urchin
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Oh shiet

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this is my bad ๐Ÿ˜‚

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when you spawn one, make sure to increment the int it compares to!

trim matrix
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what do you mean?

gentle urchin
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I excluded it because You dont need the "set static mesh node"

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there we go

trim matrix
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and that wont crash it?

gentle urchin
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should fix it yeah

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did it?

trim matrix
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infinite loop detected

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@gentle urchin

gentle urchin
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Make sure that this part is correct

trim matrix
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it is

gentle urchin
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Could you show me your map

trim matrix
gentle urchin
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Are we actually hitting the landscape

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I dont think we do,

trim matrix
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how can i check?

gentle urchin
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which would make it infinite

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Put on debug lines for the linetraces

trim matrix
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wait

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I cant

gentle urchin
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"Draw Debug Type"

trim matrix
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it will not run

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because of infinite loop

gentle urchin
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Just move the increment up to after the linetrace,

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this will make it count regardless

sullen radish
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hello everyone, can i use the "Material Parameter Collection" inside Blueprints and edit values of their parameters inside the blueprints not inside the material editor ?

trim matrix
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ok its hitting @gentle urchin

gentle urchin
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Is the landscape reference correct?

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Are you doing this in the level bp or in another actor?

trim matrix
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yes and it spawns the gas cans but

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they spawn way too large and on its side

gentle urchin
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Just alter the rotation to make them face the correct way,

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and adjust the scale according to your liking

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you can see the Spawn Transform Scale values aswell

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for the rotator just play around with the values

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sounds like its just +90 in either X or Y

trim matrix
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thank ye

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but they spawn halfway in the landscape too

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anyway to fix that?

fathom portal
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Raise up the spawn location? Or change the collision handling override

gentle urchin
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same thing really, just subtract some from the hit location

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ye ^ like MFG said

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you just need to adjust the Z value

trim matrix
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Ok @gentle urchin I got it

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thank you

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so much

half osprey
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I know the AND bool isn't connected, but it didn't work when I had it in anyway

regal crag
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Who knows how I should go about doing buoyancy? I attempted a mathematical sinewave in my floating object's blueprint that mimics the behavior of the material but it isn't working correctly. I have seen something about render targets but I don't know what those are. Any help appreciated.

upbeat sinew
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Looking to find the time between these numbers, DailyQuestTimer Has been set for 15 minutes later than the current time, How would I get the difference between these numbers?

iron inlet
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Hi guys, I am stuck trying to fix a crash for my dedicated servers, I somehow have too many UObjects, and the UObject that breaks everything is always the OnFail node of an AiMoveTo node, why is that creating an UObject?

Script Stack (2 frames):
AI_C.ExecuteUbergraph_AI
AI_C.OnFail_AEE485CD4A8F4111E032D1BC16C01533

[2020.03.17-20.56.48:299][244]LogCore: Error: appError called: Assertion failed: Result + NumToAdd <= MaxElements [File:C:/UE4/UnrealEngine-4.21/UnrealEngine-4.21/Engine/Source/Runtime/CoreUObject/Public\UObject/UObjectArray.h] [Line: 489] 
Maximum number of UObjects (12189696) exceeded, make sure you update MaxObjectsInGame/MaxObjectsInEditor in project settings.
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Is there a way to get all current UObjects for debugging purposes, so I can see why I have so many?

regal crag
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Who knows how I should go about doing buoyancy? I attempted a mathematical sinewave in my floating object's blueprint that mimics the behavior of the material but it isn't working correctly. I have seen something about render targets but I don't know what those are. Any help appreciated.

pure tulip
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If it wasn't obvious in the video. The screen stops locking directly on to the red block. It kinda moves to the left or right of it a bit. I think the character still rotates around the red block though.

runic atlas
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How do you extend a volume upwards on the Z without extending it in both directions?

fickle nebula
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I'm saving the actor with interface interactable

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I print it before save

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In another BP I load the items but only the last 2 items has blank name

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The missing names are the one that have been spawned when I destroy the bush

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@odd ember you that know my case, do u have any ideia why this is happening?

odd ember
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@fickle nebula sorry It's a bit hard to understand, what is the problem exactly?

fickle nebula
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let me show u, click my picture.. I'm streaming

odd ember
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ok there's like half a minute of commercial before hten

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so I'm gonna skip that, sorry

fickle nebula
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that dont support me

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is standard

odd ember
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I'm sure it is, it is also completely discouraging me from ever using twitch again

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if you can summarize your problem I'll try and help

forest basin
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Dumb question, why is it when I spawn a pawn (seeker mine) by placing it in the map it works fine, but when spawning it from the player it does not work?

odd ember
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let's see your setup

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@forest basin

forest basin
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using standard AI Move To

odd ember
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I mean show me a screenshot

forest basin
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one sec have to trim or SS shows all monitors

odd ember
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if you're on windows I recommend the snipping tool

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you don't even have to save the image, you can just copy it straight into discord

forest basin
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I have Gimp open so I can just trim, copy and paste right to discord

odd ember
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where do you spawn it

forest basin
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just spawning from a scene componant in front of the player

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if I place one in the map it works fantastic going after the first bot it sees (will do targeting later on) but if I spawn one it just sits there

odd ember
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right so

forest basin
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on begin play it splits so I can do a 10 sec self destruct. But then delays 1 sec, gets target then gos to the AI Move To

odd ember
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do you want to spawn the mine inside the player because the player controls it?

forest basin
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nope want to drop it on the ground, and it do its own thing

odd ember
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okay

forest basin
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if I place one in the map it works perfect

odd ember
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in that case you should just spawn it inside the player blueprint

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if you want the player to "drop" it

forest basin
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last image is inside the player BP

odd ember
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k perfect

forest basin
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press 1 key and spawn the actor

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and it does NOTHING

odd ember
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so it doesn't spawn?

forest basin
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spawns and falls to the ground

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does not go towards the target

odd ember
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right

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that's fine

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so the first piece of logic

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you should delete

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never use get all actors of class

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99.9% of the time there are better ways than using that node

forest basin
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yet its working if I place it in the map

odd ember
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yeah but by sheer luck

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it's really simple though

forest basin
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tried casting to the target dummy BP

odd ember
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you want the movement logic to be inside of the drone blueprint itself

forest basin
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it is in the drone

odd ember
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so why are you using get all actors of class?

forest basin
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cuz no matter which way it works the same

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casting to the BP class of the target

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casting to character

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casting to player BP

odd ember
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you know if there are more than one target it'll seek them out randomly, right?

forest basin
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not worried about target selection

odd ember
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well you should be

forest basin
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its working perfect if I put it in the map

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but not when I spawn it from the player

odd ember
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so you want it to seek out the player

forest basin
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I can deal with targeting later

odd ember
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well this is targeting

forest basin
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no its targeting the target dummy BP which is just an idle NPC

odd ember
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your targeting is failing

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that's why it isn't moving

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ok

forest basin
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but why is it working if I place it in the map and not when I spawn it in

odd ember
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because of non determinism

forest basin
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and

odd ember
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and what

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that's it

forest basin
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and how is it fixed

odd ember
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well, you create an actual targeting system

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is the dummy near the player

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can the player see the dummy

forest basin
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so your saying that due to UE4 failed logic, on begin play it cannot find the target

odd ember
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there's no logical failure

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it's an effect of how the level loading process is happening

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anyway

forest basin
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event begin play of the seeker, then finds the target and goes after it

odd ember
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can the player see the dummy

forest basin
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yup

odd ember
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ok

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so why don't use a trace to pick up the location of the dummy from the player, then spawn the drone and supply it with the dummy actor

forest basin
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I went right for a line trace fired, which only would do anything if it hit the NPC and then it set in the spawned seeker the target location and such

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with or without a targeting system pre or post spawn has mattered

odd ember
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youcan try with a box of a sphere as well

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that has greater range

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or volume I should say

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you could also have the drone itself pick up a target autonomously if you want

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but you need to have some sort of targeting

forest basin
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my NPC is roaming around, yet the placed in map version is perfectly fine, drone picks its own target, and I have set the drones target and no difference in result

odd ember
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the drone thing is even simpler, you just put a collision sphere and on begin play check for overlapping actors of type dummy, then get the first one of that

forest basin
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not a problem, the drone finds its target, does its damage and emitter and sounds

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problem is the fact the drone does not work when spawned by the player but works PERFECT when I place one in the map then hit play

odd ember
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yeah like I said

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it's non determinism

forest basin
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both version my floating pawn version or NPC version

odd ember
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if you do it in either of the ways I suggested you get around that

forest basin
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you havnt suggested anything I have not tried yet as I said

odd ember
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I think you're not reading what I am writing

forest basin
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why would it not get the target when player spawned yet works on begin play of the map

odd ember
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because of

forest basin
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I have set the target post spawn as well and it failed to work

odd ember
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non determinism

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I told you three times now

forest basin
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yeah your not providing a solution by saying that

odd ember
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you will not make it work consistently ever if you do it like that

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so either you listen

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or I'm done here

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your choice

forest basin
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here how bout this, thanks for your attempt but your have been of no use to me what so ever. So to keep from becoming rude or offensive Im just going to leave.

odd ember
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cool, no reason to talk you again then

forest basin
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not a problem, but in the future if you attempt to help someone, at least provide usable information on how they can actually resolve the problem. Have a nice evening.

fickle nebula
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I need help T.T

odd ember
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@fickle nebula state your problem

fickle nebula
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I saved the obj ref in a save game slot

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and then I open the file I can see the list with the names there

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but when I print this when I load the game, the list of obj is missing the last two ones

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๐Ÿ‘ฝ

odd ember
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are the objects missing from world too?

fickle nebula
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these objects I'm spawning in game

odd ember
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how do you add the objects to the list?

fickle nebula
odd ember
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do you have the interface on the last two objects?

fickle nebula
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YES

odd ember
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have you used breakpoints before?

fickle nebula
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I can see their name on the print

odd ember
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ah ok

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so they are in the list?

fickle nebula
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when I load the name is not there anymore

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it's blank

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just of the last two items

pliant oracle
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@odd ember but the data is in the save file for her.

odd ember
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I get it, but from what I can see the interface is the only thing that stands out

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have you used breakpoints before?

fickle nebula
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where should I use the breakpoints?

odd ember
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can you show me where you print the names

fickle nebula
odd ember
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so I'm thinking if it's not the interface that's the issue, it's probably the fact that you use AddUnique instead of Add

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you could try replacing that and see if that works

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if it prints the names on load

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but the two last ones are missing

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on load only

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then it's something about how they are added to the array

fickle nebula
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I was using ADD

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that was one of my guess

odd ember
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if they are printed but still not present, use a breakpoint to go through the loop until you find out why they aren't in the list after you have printed them

fickle nebula
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but the data is on the file

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I can read there

#

the problem is in some part of the loading

odd ember
#

so use a breakpoint to find out why it isn't in the list

fickle nebula
#

I tried with ADD and this is the result

#

see the 28, 29

odd ember
#

do they actually spawn in the world?

fickle nebula
#

yes

odd ember
#

ok then it's probably just a fluke inside of the system

fickle nebula
odd ember
#

maybe their names are just " "

fickle nebula
#

when I save

#

loading

odd ember
#

ah so you're saying it is spawning when it shouldn't spawn

fickle nebula
#

no..

pliant oracle
#

she's saying they're not spawning when she loads the save

odd ember
#

k

fickle nebula
#

I use the stone to destroy the bush, the stick spawns from it

#

they are being stored on the save slot

odd ember
#

yep and then you reload and the sticks aren't there?

fickle nebula
#

but when I print this value, just the items weren't in the level editor have problem

odd ember
#

try printing them when you save them?

fickle nebula
#

If u had a time to see this happening...I'm on stream, so it would be easier

odd ember
#

you could also try printing the int on the AddUnique node, if it is -1 it didn't get added

fickle nebula
#

I changed to ADD

#

and this is the file

#

the name is there

#

It's being saved

odd ember
#

I mean we saw that the Transform had that name

#

so I think you're looking at the transform list

#

but try going up

#

and see if you see the list, but without the two last entries

#

I don't think the get added at all

#

generally btw if you're looking to save values like this, and they are linked, using structs might be worth considering

#

since you can put two values together in one struct

#

(so actor and location)

fickle nebula
#

yees, first I try to make thing work, after I optimize them

odd ember
#

sure, I'm just saying it might prevent issues like these as well

#

since they are saved as one entry in the array instead of in two separate arrays, there's never a possibility of unlinking them

#

it may help you narrow down your problem, which is why I suggested it tbh

fickle nebula
#

hummm, ok I'll try use struct then

fickle nebula
#

ok I tried

#

same thing

low lotus
fickle nebula
#

why u are using a timer in a event tick?

low lotus
#

oh its supposed to be in event beginplay right

fickle nebula
#

yes

low lotus
#

im a noob

trim matrix
#

hey I got a problem with my animation replaying when my bullet overlaps a character and kills them

#

how do i make it where the animation only plays once when the bullet hits the character

odd ember
#

@fickle nebula I'm sorry it didn't work. but I think it's most likely that the actor values do not get saved

rough wing
#

Does anyone know why a cable component would flicker?

fickle nebula
odd ember
#

so when you print for the save, when do you do this? because it should print after the add to array

#

I didn't get to see it

fickle nebula
odd ember
#

yeah that looks very good

#

I gotta admit it's a bit strange. I'm thinking if it's because it's the size of the array or what is going on

#

save for some array manipulation I wouldn't be able to tell you what's wrong. I would try some very specific cases out since it's only the last two. so for instance I would try and change the order to see if other actors at slot 28, 29 have the same problem, or if it's only the BP_gravito

#

at least if you do the array manipulation you can see whether the array is at fault (in which case it's probably a bug in the save system) or if it's an error with the actor

fickle nebula
#

try this - in a empty level spawn a something in game, and save and load

odd ember
#

I don't have unreal available right now ๐Ÿ˜ฆ

fickle nebula
#

ahh

odd ember
#

I can test it out tomorrow

#

did you ever get this for single values that are not arrays?

fickle nebula
#

I had the same situation with every item spawned

odd ember
#

so it's the slot 28, 29 that is the problem?

fickle nebula
#

no

#

every item spawned

#

if I do with bamboo is the same

odd ember
#

so you have bamboo, and you save the bamboo into the save file outside the array?

#

or was the bamboo inside the array, at slot 28 or 29?

fickle nebula
odd ember
#

@fickle nebula yep looks like a limitation on the array

#

so that's either a bug (fingers crossed) or some weird limitation that just exists

fickle nebula
#

I'll delete thing then

odd ember
#

which thing?

fickle nebula
odd ember
#

I see

#

I gotta dip but

#

the only thing I can say is to try making the system without the get all actors of class at this point. I don't know if it's at fault, but it's the only other variable left, apart from the save/load game nodes

bleak vector
#

I'm wondering if anyone has found a good way to use navmesh for grid-based movement ๐Ÿค”

odd ember
#

good find though, I'm glad someone's doing their research

#

@bleak vector you can close off the corners of the navmesh so movement is only possible in straight lines. not really a BP question though

bleak vector
#

I don't actually care about straight line movement, just that movement begins and ends on a grid point. I've tried this but it's clearly not ideal.

odd ember
#

what's wrong with it?

#

you could use the snapped to grid as the initial position as well

#

although I'd recommend you use AIMoveTo under any circumstances

bleak vector
#

I know I've seen that work before in a service, can it only be called there? I can't seem to pull it up in a regular bp

odd ember
#

it's available in the AI controller

bleak vector
#

ok cool ๐Ÿ™‚

#

aimoveto lets me evaluate continuously and stop if its ie out of movement points easily, right?

forest basin
#

Resolved my Issue. When spawning something that has AI control you dont spawn ACTOR you spawn AIFrom Class

#

My seekers were perfect, well close enough. The problem was not in my targeting at all but in the node to spawn AI vs an actor

true valve
forest basin
#

static meshes dont like skeletal meshes, for the event disable collision on the static mesh

#

Synty assets and SGK, guess you watched some of my vids lol

true valve
#

Do you know how to fix it?

forest basin
#

what is the object your stepping on

#

Much as I love em Synty assets are know for bad collision boxes. Are you talking about the boards or the object on the ground

true valve
#

I might know the issue. THe landscape has collision and SM has collision

forest basin
#

if its a terrain mesh or like the boardwalk itself, open the mesh check the collisions and make a new one as needed

true valve
#

It only cause issue when I'm on the horse.

#

lol i got my horse collision wrong.

forest basin
#

just looking at it lol yeah your on a horse

#

lol couldnt tell what you were standing on

true valve
forest basin
#

I need to see if I have a project with that horse pack and synty characters

faint pasture
#

How would you guys represent inventory with multiple slots and sizes? That is, the character has 4 weapon slots, and weapons can come in sizes 1, 2, and 3. So equipping a size 2 weapon in slot 1 blocks out slot 2 as well.

true valve
#

@forest basin nvm my IK system was causing that issue.

forest basin
#

k yeah sorry got side tracked tweaking my seeker mines

#

cannot help but giggle when it hits and the target rag dolls

fickle nebula
#

@odd ember I fixed it, it`s working now

shadow fox
#

anyone up

forest basin
#

working on a seeker mine project

shadow fox
#

oh dope

#

ima post a screenshot

#

if anyone sees anything I am over lookin bc I sure dont and its not working lol

#

ive been going over it for 2 hours I do not see anything wrong

#

top pic is the spawner for the ball...the 2nd one is the ball

#

spawns the ball at the start just not after the ball scores and destroys

forest basin
#

where is your spawn ball

#

new ball

shadow fox
#

that is in the top one

#

I watched a video dude it it and it worked on his almost exactly the same thing

#

I copied his

forest basin
#

so instead of destroyed just run the custom event when you were telling it to destroy actor or just set it to a new location

shadow fox
#

I think the issue is its not calling the new ball from the other blueprint

#

are you not able to do things like that?

forest basin
#

once you have the custom event in an actory you do a castto node to the blueprint. then set actor location to where you want it to go

shadow fox
#

kk ya I was thinking of putting all of it in 1

#

I didnt know spawning a ball could be so hard

#

this is just a base for what its gonna end up its gonna be a disk....that gets tosses from player to player

forest basin
#

probably can, its sort of part of what Im doing. I am using a projectile for my thrown version of my seeker mine. once it stops moving, it goes invisible, then spawns in the new seeker mine itself then deletes itself

shadow fox
#

I am dreading that mission

#

hell ya

#

I have not found any guides on how to make something catchable

#

one thing and it was a boomerange

#

r

forest basin
#

watching the ball zip across the ground after a moving target then it exploding and rag dolling the target

shadow fox
#

boomerang

#

roflmao

forest basin
#

box collision on the person catching and have it set a variable to true

#

wich adds it to their inventory, thats how Im doing the football in my main project to play catch

shadow fox
#

now do you think it would be easier to leave it a skill shot?

#

or make this like a tab through your team target system

forest basin
#

possible. Im wondering if I should add a dust or smoke trail to my seeker for cool factor

#

I need to stop playing with the seeker in this project and put it in the one its going into, but its too funny

shadow fox
#

I have not got side tracked yet cus nothing has worked 100%

shadow fox
#

whats driving me nuts is I feel like all these tuts I watch....I feel like they make the stuff complicated

#

no Idea I have yet to make it that far

pure tulip
#

Anyone know how I can get a reference to my landscape before I enter the game? I have to put down my character into the world and set the landscape variable in the details section, then possess the character. Doing this messes up all my stuff.

shadow fox
#

:)) I am still tryin to get a ball to explode and respawn

maiden wadi
#

@shadow fox What's wrong with your ball spawning?

shadow fox
#

ok so all works up untill it goes in the goal then dissapears (which will be explosion later) then the ball is supposed to respawn back in middle

#

on the spawn arrow

#

but it does not

#

its exactly what he has except he uses his paddle thing I use arrow

maiden wadi
#

@shadow fox Two thoughts, I don't know how Event Destroyed works in regards to variables, but you might also try the Event EndPlay, it's called right before Destroyed in the lifecycle. Other thing is, where are you setting your reference to the Ball_Spawner in your ball?

shadow fox
#

see thats what I just finnaly though tof

#

thought of

#

he used a solid object

#

I am using Solid Object a plane > arrow\

#

I am gonna try just the plane

maiden wadi
#

Do something for me to make sure things are working nearly as intended?

#

In your Ball Spawner blueprint, put a print node on your New_Ball event, after you set the Ball variable. It should print once at the beginning of the level and once when the ball is destroyed.

shadow fox
#

kl

#

kk* still workin on this now that I took the Arrow away and its just the plain its not doing anything

maiden wadi
#

Is the ball being destroyed, but not spawning?

#

If so, put that print node in, and make sure it does it once when you load the level and once when the ball is destroyed.

shadow fox
#

ok

#

done

maiden wadi
#

Does it print both when you begin play and when the ball is destroyed?

shadow fox
#

no

#

it does both when I load in

#

but only 1 ball which is goof

#

good

#

now

#

I added one to the new ball after destruction

#

the print thing

#

it said it

#

but nothing happened

maiden wadi
#

Try to change that from Event Destroyed to Event End Play

shadow fox
#

meh ya

#

i have to try something else

#

I dunno wtf it wont read it

#

I made the variable

maiden wadi
#

What are you trying to do now?

shadow fox
#

Right now just smokin a cig

#

lol

#

trying to relex

maiden wadi
#

@shadow fox Just did a few tests, the way you have it set up should work, but where are you setting the Ball_Spawner reference variable inside of your Ball_BP_Final?

shadow fox
#

what do you set as/

#

mean * set as

#

I made a variable then referanced it to Ball_Spawner

maiden wadi
#

You need to tell the ball what Ball_Spawn_BP to use. You could potentially have fifty of them in your level, it doesn't know WHAT one to use, just what type. You should set that when you spawn the ball.

shadow fox
#

but I do only have one thats the weird one

maiden wadi
#

In the Ball_Spawn_BP, on the New_Ball event, the Set Ball node, drag off of the blue pin where you're setting Ball and type "Set Ball_Spawner" It should show up in the context menu.

#

Right click anywhere and type "Self" "Get a reference to Self" should show up, plug that into the set node on Ball_Spawner

shadow fox
#

kk

#

omg

#

that was there earlier

#

but when I toyed with it I deleted it

#

it was called ball

maiden wadi
#

Show me what you have for your New_Ball event

novel cosmos
#

Is it possible to store an actor inside a datatable?

#

Nvm actor but also things like meshes and textures?

#

Like assets in general, can we somehow store them in a datatable? D_D

shadow fox
#

are you talking about taking the pin off the section to the right that says set

#

or the SpawnActer

maiden wadi
#

Either should work.

shadow fox
#

dont think I am doin this right

maiden wadi
shadow fox
#

got ya

maiden wadi
#

What that will do, is tell the ball what ball spawner to use when it calls the New_Ball event on destroyed.

shadow fox
#

dope

#

ty vm

#

about to trest it

#

test

#

Hell ya ty so much

delicate jay
#

Does anyone have a simple solution for setting inputs back to default via blueprints?

#

Or even in .cpp

surreal peak
#

Like runtime, by user, changed bindings?

trim matrix
#

store em in data table you must

delicate jay
#

runtime

#

yeah I thought about using a datatable for defaults then just changing it in inputs for project settings and the data table

trim matrix
#

run a big for loop function

#

lemme find it

surreal peak
#

There should theoretically be a Inputs.ini and a DefaultInputs.ini

#

Wouldn't be surprised if epic has something in place for this

#

I wouldn't use a DataTable. Way too much work

delicate jay
#

yeah they don't seem to give you nice access to it

random shale
#

Hey guys, does anyone knows how to change the scalability settings for a build? I followed the instructions from EPIC to change DefaultScalability.ini, but it's not working.

fathom spindle
#

Hi guys, struggling with some blueprint logic for a few days now. I have a line trace firing from the vertices of a mesh in a for each loop and i'm accumulating the number of hits to an 'hits counter' integer, then at the end of the loop i'm dividing that by the total number of traces and converting to a float to get a percentage. My problem is I need to smoothly interpolate the changes in the percentage float. I know that I need to store the previous frame value before I set a new one and then feed them to an Finterp, but I can't figure out where/how to set these. If anyone could take a look at these screenshots and point me in the right direction i'd be really grateful.

plush ridge
#

@fathom spindle Interpolations have to be done each frame for it to work. Create an event that runs on Event Tick, hook it up to an FInterpTo with A being the variable "OcclusionPercentage" and B being the new math you just did

#

Example

delicate jay
#

@fathom spindle might also look into timelines, interp might not be what you want, you might just want to set a max gain and a max loss

fathom spindle
#

@plush ridge yeah i have a delta variable set on tick

plush ridge
#

Your current set-up will only run a single time (if executed only once), use the delta variable in that frame and then not run again

#

So the interpolation won't work

#

The actual update has to be run on Tick as well if you want to Interpolate

#

Timelines are also a good way if these changes aren't constant, yeah

fathom spindle
#

ah ok an event outside of the for each and otuside of the function its in?

plush ridge
#

yeah, an event to only update / interpolate the percentage, but using values set elsewhere (forloop for example)

fathom spindle
#

but im still confused by the order of operations

plush ridge
#

give me a min

delicate jay
#

@fathom spindle CurrentHits = MIN(ABS(CurrentHits - New Hits) , MaxDelta) + Current Hits

fathom spindle
#

right but where in the order of operations of the blueprint to set the new/current variables is whats breaking my head

delicate jay
#

so i'd run a function by a timer

#

then you just set new hits wherever (on tick or w/e)

fathom spindle
#

yeah the whole trace is already a function run on a timer

delicate jay
#

and then current hits get set only by the timer function

fathom spindle
#

ahhh

delicate jay
#

yeah I would do it in another function/event on timer

fathom spindle
#

ok ok i think i get it

delicate jay
#

One is line tracing and updating new hits

fathom spindle
#

so my line trace event is happening 0.06

delicate jay
#

and another is inching current hits closer to the "new hits" value

fathom spindle
#

and i grab the new hits from that

#

and the current hits on tick

delicate jay
#

i wouldn't do it on tick

fathom spindle
#

or less than 0.06

delicate jay
#

frame rate will affect how fast it happens

plush ridge
delicate jay
#

oh yeah if you use delta seconds you don't have the frame rate worries

fathom spindle
#

wow @plush ridge thank you so much!

#

so the occlusion percentage is just 0 or is it set anywhere

plush ridge
#

Np! You can have the default value of that set to whatever you need, I'm assuming 0. Ultimately the goal is to get it to be what you need it to be, and what you need it to be is set as TargetOcclusionPercentage

fathom spindle
#

thanks for bearing with me as my mind attempts to wrap itself around this

plush ridge
#

the neverending struggle hahah, #gamedev

fathom spindle
#

anything time based and my brain gives up

#

im going to have a go at this now will let you know how it goes! ๐Ÿ™‚

plush ridge
#

Hold on

#

I screwed up

#

That actually won't work hahah

delicate jay
#

becareful when going from floats to ints with interp

plush ridge
#

sec

delicate jay
#

you might get to a point where you never reach your final target

fathom spindle
#

ah ok

#

i was about to ask if i can move the maths at the end of the loop outside into the main blueprint to run on tick

#

because im working all in integers

delicate jay
#

for example you are going from 9.0 to 10.0 but you pass in .05s it comes back 9.05 then you round it get 9, and repeat the same thing on tick over and over again

fathom spindle
#

ah i see

plush ridge
#

correcting the BP I sent you

fathom spindle
#

ok cool

plush ridge
#

let me know if it all makes sense ๐Ÿ‘Œ

fathom spindle
#

how should i handle the conversion from ints to floats?

plush ridge
#

Are you dealing with whole numbers only?

#

when you get your final percentage

fathom spindle
#

yeah i have a number of hits/total traces

pastel rivet
#

is it possible to do image editing towards images in the engine? We want to take an image, the crop to a part of it and use it

fathom spindle
#

then converting to float to get the percentage

plush ridge
#

the edited method I sent just now won't cause problems if you use Floats, but it will interpolate from 0 to 1 with decimal points and the OcclusionPercentage float will have those decimal points until the interpolation is complete.

#

You can do this to convert the constantly updated percentage to an integer and use the integer as the actual percentage to never use the decimal points, though

#

That will round the float down to the nearest integer

delicate jay
fathom spindle
#

ok so i should convert my hits from integers to float inside the loop

delicate jay
#

there are similar nodes available in BPs

pastel rivet
#

@delicate jay is it possible to export these targets?

fathom spindle
#

because im incrementing an integer

plush ridge
#

You don't have to convert, you can just change them to floats entirely, but during the interpolation use Floor to convert to that final percentage as a whole number

#

Could set it as an integer variable to use elsewhere at that point

fathom spindle
#

so its the other way around. i'm doing the maths in integers but display and using as float

#

and obviously interpolating as a float

#

so these both get set and converted at the start and the end of the function

#

getting something but doesnt seem to be able to get past 40% now even if its 100% occluded

#

forgot to set previous ๐Ÿ˜†

#

my bad, thanks so much guys

#

oh wait i didnt actually because that needs to be in the function. oh well definitely made some progress understanding will keep working at it

torpid marsh
#

how do i make a skeletal mesh in the ue4 editor?

bleak vector
#

Do you mean how do you add a skeletal mesh component to an actor? Or are you talking about 3D modelling and rigging something

atomic salmon
#

@torpid marsh you don't in general. You can add bones/sockets though. Typically you would use a DCC program for creating your Skeletal Mesh, then import it into UE4.

torpid marsh
#

so like with blender

atomic salmon
#

exactly

#

Create the mesh in Blender, create the armature, skin the mesh to the armature, export as FBX, import into UE4

#

Make sure you apply all Rotation and Scaling before exporting, otherwise it won't work properly

fathom spindle
#

Hey @plush ridge so just to check I have three occlusion variables: previous, current and target.

#

the i set the target in the loop

atomic salmon
#

@fathom spindle in FInterp the Current input and the Current Output should be the same, unless you are trying to do something different

#

In other words, FInterp takes the current value, advances it toward the Target and then you need to store it again in the current value

#

So on the next Tick it can use the updated one

fathom spindle
#

i'm trying to interpolate between the previous and the current values of the amount of hits on multiple linetrace events

#

this seems to work i just need a much higher interpolation speed

#

i think

#

so on each frame im evaluating how many traces of the total number of traces where hit

#

so on frame 1 its 22/77

#

and frame 2 its 3/77

#

trying to blend smoothly between them

atomic salmon
#

it works because you set Previous = Current at the start of the tick, anyway

fathom spindle
#

but i mean obviously more like frame 1 and frame 24

#

ok if it works it works my brain is stretched to its very limits ๐Ÿ™‚

atomic salmon
#

you are trying to average them or what?

#

so you have many multiple traces

#

each one returns a number of hits

fathom spindle
#

yeah i have a trace for every vertex of a mesh firing towards the player

#

finding the number of those traces that get a hit and dividing by total

#

its in order to get an occlusion percentage

#

of the mesh firing the traces

atomic salmon
#

total hits / total traces * 100

fathom spindle
#

yeah i got that bit

#

the trouble is interpolating between those values

#

but i think we got it now just need to tweak interpolation speed

plush ridge
#

@fathom spindle I don't think you need to run it again after the loop is complete, you'll have the most accurate numbers without that

#

let me know if it doesn't interpolate correctly and what you see instead ๐Ÿ‘Œ

fathom spindle
#

@plush ridge i was doing that because the integers would reset to zero without it

#

so i always had some left over value

#

of the last number of hits

halcyon kelp
#

Guys quick question - can you have more than one game instance and change it via bps?

atomic salmon
#

@fathom spindle that makes sense because when you have 0 hits it interpolates toward that value

#

If you want a slower interpolation you need to reduce speed

fathom spindle
#

might try with the ease node

atomic salmon
#

This means the percentage of advancement toward the target is 40.0 * DeltaTime at each tick

fathom spindle
#

hard to fine tune it until its mapped to audio (thats the application)

atomic salmon
#

At 60 FPS it advances of 66% at each tick

fathom spindle
#

ah ok cool thanks for that explanation thats really helpful

atomic salmon
#

np

void rock
#

Anyone know how to get the default scene root when deleted from an actor?

atomic salmon
#

@void rock just add a new Scene Component and place it as the root to your actor

odd ember
#

@fickle nebula so what was the issue?

void rock
#

Yeh I did that, but the blueprint doesn't recognize it as the root

atomic salmon
#

@void rock you need to drag it on the current root and select make root (or something similar)

#

replace root maybe, forgot how it is called

void rock
#

Yup, that's what i did

#

It looks like the new root and things work

#

but in the blueprint, any reference to 'self' can no longer be treated as a scenecomponent

atomic salmon
#

self is the whole actor, not the root

void rock
#

right

atomic salmon
#

self --> Get Root Component

odd ember
#

dragging a component and dropping it on top of root will replace it

atomic salmon
#

@void rock show the BP where the error happens

void rock
#

that works fine with a fresh actor

#

but not in mine because i replaced the root

#

i actually tried to rename my new root scene component to 'DefaultSceneRoot' and it said i couldn't because the name is already taken

atomic salmon
#

so you want to hide the root component? just drag a reference to it and connect it to that node

#

scene components do not have a visible part anyway, so not sure what you are trying to do. Maybe hide the whole actor?

#

@void rock

void rock
#

No, im not trying to do anything but get the root to act normally

#

it was deleted accidentally so i had to try to remake it and that's when things went to shit

atomic salmon
#

@void rock your node Set Hidden In Game is targeting a Scene Component, as it says in its name

#

Right now you have no Target for it

#

Self represents the whole actor BP, which is not a component nor a scene component

#

hence the error

void rock
#

yeh, i understand that

#

i can fix this node

#

im just trying to figure out the underlying problem

slender sage
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guys, i have a problem with landing animations. Basically i don't even have a node for it. I've searched the whole internet. But my other jumping set up is so complex that i don't even know where should i put it

fickle nebula
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@odd ember I was saving a memory position, and when I load i canno make sure the item is in the position. So to solve it, I saved the diaplay name, and i used it to compare...

fathom spindle
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Hi guys, simple question. I have a value derived from dot product going from -1, 0, 1 and have clamped between zero and one and abs as i only need those values. How do a remap that value with a float curve?

loud marsh
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Hi!

Anyone has worked with pixel streaming here? Managed to get it out in the world, and works perfectly from other PCs, however on iPhone, iPad or any android phone, the "Click to Start" on the main page is unresponsive

odd ember
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@fickle nebula interesting, can I see that setup? it's just good to know in case there's ever a problem like this again

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@fathom spindle what are you looking to do?

fathom spindle
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Hi @odd ember I have a value for how much my player is facing an actor in the world using dotproduct in fact I think you helped me. I just want to remap the rate at which the values go from zero to one over a curve

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rather than just linearly

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just to have more control over the effect

odd ember
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how do you want it to curve

fathom spindle
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like a ease in ease out bezier curve

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that i can adjust

fickle nebula
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@odd ember Yes, but I just wake up right now, when I turn on the computer I post here

fathom spindle
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in the curve editor

odd ember
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@fathom spindle you'll only be able to do that mathwise, not as a curve in the curve editor afaik. perhaps you can but I haven't tried it at I'm not with a UE4 project right now

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@fickle nebula much appreciated!

fathom spindle
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oh really?

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i thought there was a way to fetch a float curve asset

odd ember
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I definitely do not recommend doing abs or map range clamped

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the full range of the dot is always relevant

fathom spindle
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ok

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ill take a look at this thanks

odd ember
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plug the dot into this

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and map the range of the curve from -1..1

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and you'll be fine

fathom spindle
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ok cool but i really do only need 0 to 1 of the dotproduct is the only thing

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as the effect just doesnt happen past 90 degrees of divergence from the target actor

odd ember
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so what do you do if the player is looking behind

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or the opposite way

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you still want to account for the case

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regardless of whether you use the result

fathom spindle
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ok sure

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that makes sense

pulsar arrow
#

Hello people, a friend of mine trying to implement SLerp to his game with using blueprints and this is what he's done. I also need to use Slerp but as he said there is a problem with blueprint version of the formula. Do you guys see the problem?

mellow marlin
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hello i know this should be simple but im new and the question is. im looking for making xbox controller controls and im trying to make jump but i cant find the A or green button in the project settings > input would any of you know what gamepad setting is for that?

atomic salmon
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@pulsar arrow which problem?

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Looks right to me

sonic kraken
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hello guys, how can i know if the character is being controlled by the player or by the AI?

leaden glacier
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Get player controller and check if it's an AI class or a player class? Assuming they have their own controller class assigned.

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So like that, but then casting to your respective controllers

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should do the trick

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@mellow marlin For controllers it's the face buttons that usually represent the buttons with labels on controllers, and it's D-pad ones for directional buttons.

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So for XBox controller A it should be "Gamepad Face Button Bottom"

pulsar arrow
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@atomic salmon When I use this formula all angles of the formula is spherical lerped. The problem here is I want to lerp my vectors like in the picture below;

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In the video you can see the problem

atomic salmon
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@pulsar arrow what that formula gives you is the position vector along the arc from v1 to v2 depending on alpha

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actually since you are working with directions it interpolates the direction vector

mellow marlin
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k Kaz

pulsar arrow
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thanks for the answer, where should I look into the get what I want?

atomic salmon
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@pulsar arrow sorry I still don't get your problem. You are into the project so you see it obviously, but I still don't understand what goes wrong. Can you describe it with other words please?

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Is the problem with the rotation of the hook or what?

pulsar arrow
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Oh no problem, just give me a minute and I'll explain it better

atomic salmon
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@pulsar arrow let's move this to #legacy-physics it is probably more appropriate to discuss there

sonic kraken
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if i dead it is the same

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IA still keeps to following me

trim matrix
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I have notifies in my fps character to play a sound when my player walks but the footstep sound plays automatically on start. How can i stop that?

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Or is it because my character possesses and hits the ground?

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This is my animation blueprint footstep code

fathom spindle
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Hi there, anyone got any tips on optimizing blueprints? like links to tutorials on using the profiler they found helpful

odd ember
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nativize, don't use too many traces

atomic salmon
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@fathom spindle there is a webcast by Epic about optimizing blueprints, you can look it up on YouTube. This was way before nativization was introduce though. For the rest look up profiling, especially the latest improvements.

fathom spindle
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ok will look into nativizing

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thanks guys

hallow night
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How do i make my character always face a normal of a cube

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From a line trace

maiden wadi
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@hallow night Not exactly sure what you're asking for?

hallow night
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I want my character to face the wall I'm climbing including the pitch and roll

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Like in zelda breath of the wild

fathom spindle
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@hallow night i think you need to find LookAtRotation or the forward vector of your player and the actor then set the player rotation

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?

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not sure though

maiden wadi
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In general, you'd line trace from the point in your character you want the wall normal from. Probably somewhere in the center. Get the hit normal, and reverse it, and set character rotation off of it. There is a lot more going on in that climbing than just that, but it's a start.

wintry grove
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How would i change the set origin of the model or pivot point? of the model? it rotates directly from center but i want to edit it, put the "centet"r somewhere else . how do i move this origin pivot point?

maiden wadi
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@wintry grove Unless you are talking about an actor, and not the static mesh object itself, I'm not sure if you can do that inside of UE4. I don't know if that's been changed, but you used to have to redo that in your 3d modeling software and reimport.

wintry grove
#

is it possible to make a socket the center of the rotating point ?

tawny tinsel
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his has been opening for an hour

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its only 160mb wtf

tame pecan
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Is it a marketplace asset project?

tawny tinsel
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yes

atomic salmon
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@wintry grove you can edit the pivot point but only for a mesh already in the level. Better to edit it in your DCC tool and reimport. Or tweak the Location upon reimporting.

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Otherwise you can make a BP out of it using a scene component as root, then rotate around it.

tame pecan
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Try to make a clean project with nothing in it, then delete all the folders but the uproject file

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then copy config and content folder from ActionRPGInventorySystem and into the clean project

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That should work.

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@tawny tinsel

solemn bloom
#

Hey guys I'm in desperate need of help,
I have a level which can be seen on screen and when pressing enter key it enters the VR mode.
Now I have a BP actor in the level that triggers diffrrent cameras when I press keyboard buttons.

When I switch to vr mode tho the location of the VR Is at the center of the blueprint

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And I can't seem to be able to move it anywhere else

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Can anyone help ?

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:(

tawny tinsel
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@tame pecan it will open in a couple of minute instead of i do that?

tame pecan
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Yes, yours is definitely stuck

tawny tinsel
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well lets try

tame pecan
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So make a clean project and delete all folders but the uproject file

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then copy content and config folder from ActionRPGInventorySystem into the new project

tawny tinsel
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okai

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omg it actualy worked

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bless you kind human

tame pecan
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No worries

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๐Ÿ™‚

trim matrix
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I have notifies in my fps character to play a sound when my player walks but the footstep sound plays automatically on start. How can i stop that?

zealous moth
#

you probably are falling into the world space. set up a delay to play that sound or until the first movement input

atomic salmon
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@trim matrix you may have autoactivate turned on for your sound

wintry grove
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@atomic salmon @maiden wadi i changed the x value from 0 and it moved the origin or pivot point thanks for the help

mellow marlin
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how do i check if the player is colliding with object2

tame pecan
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Object2?

mellow marlin
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an other object(actor)

atomic salmon
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@mellow marlin typically with an Event Hit

mellow marlin
#

i only want to check if i hit one type of object not all of them

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@atomic salmon

atomic salmon
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therefore you take the Other Actor out of the Event Hit and you cast it to the actor you want to check the collision with

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@mellow marlin

mellow marlin
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k

atomic salmon
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In your case you will cast it to Object2

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If the cast is successful, you know you have bene hit by Object 2. Otherwise it was something else.

mellow marlin
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k

tawny tinsel
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what do i plug in object

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its a sky blueprint

odd ember
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the object you want to cast

tawny tinsel
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i want to cast good sky

odd ember
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well then find out where your good sky is

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cast nodes require you have an object to work with in the first place

atomic salmon
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@tawny tinsel are you familiar with the concept of Cast(ing)?

halcyon kelp
#

Guys I have a weird issue.

I have a bp where you have to hold down the right mouse button to aim and then press the left to shoot.

However, it only ever responds when I hold down the right mouse button the second time, as if to 'reselect' the viewport or something.

I have changed the button to hold down to space, and it seems to work just fine. Anyone have any ideas?

glad sigil
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Has anyone used SetCinematicMode? Is there any way to set "Affects HUD" but that it only affects certain parts of my HUD? (Like make some widgets ignore this setting)

atomic salmon
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@halcyon kelp is it while playing in the editor?

halcyon kelp
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@atomic salmon thanks for replying! Yes?

sonic kraken
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guys, i have a question: i need to send a victory message when all enemies in the map are dead

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how should i do it?

tawny tinsel
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yes i figured it out

atomic salmon
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@halcyon kelp when you play in the editor initially the mouse cursor is not captured by the viewport, so the first click inside the viewport captures the mouse. After that the events are passed to the game. This said, the standard setting should pass also the initial event, so even if you right click on the viewport immediately after playing it should still shoot

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Check under Project Settings --> Input

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Scroll down to Viewport Properties

trim matrix
#

Ok i have a question. Now, with my current blueprint, i am getting the bounds of my landscape (max/min height) and picking a randomized location to spawn in actors. How can i add on to that where it spawns trees in different sizes?

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This is my spawner in my level blueprint

halcyon kelp
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@sonic kraken - here is what I have in the instance.

After an enemy dies, they send this (InfoCheckforMapVictory) to the instance. Then it casts for all enemy types (zombiebase). If there are none, then it goes a head and loads a level.

atomic salmon
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@halcyon kelp seem like standard settings

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so the problem is elsewhere

halcyon kelp
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@atomic salmon dang it. Thanks for trying man. I wonder if it could have something to do with widgets.

desert pendant
#

is there any good way of copying a function from one blueprint to another, so you don't have to create a new function, set up input/outputs, then paste all the nodes and hook them all back up to the beginning of the function?

twilit heath
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good way is structuring your code so you don't have to

maiden wadi
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@desert pendant Depending on your use, you should consider a blueprint library.

twilit heath
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one of the major rules for writing a useable code is DRY - do not repeat yourself

tawny tinsel
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i want to make a day system to do like if 24 hours has pased somehting happens

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but the sky blue print doesnt have what hour is it variable

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what do i do

atomic salmon
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@halcyon kelp it is possible as widget are also using mouse input events and consuming them

tawny tinsel
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i need the variable to come from the blue print

odd ember
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@tawny tinsel what variable does it have

tawny tinsel
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the good sky bp has alot of variables

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but all of them are constaly set to 1 or 0 i checked with print string

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they dont change

odd ember
#

I mean in regards to time of day

desert pendant
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@maiden wadi Not really relevant. I've got someone else's example project and want to copy the functions over to mine.

tawny tinsel
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even tho the time of the day changes in game

odd ember
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is there a time of day variable?

tawny tinsel
desert pendant
#

So please, no stackoverflow answers of "well, I can't answer your question so I'm just going to say you shouldn't be doing whatever it is you're doing" ๐Ÿ˜„

tawny tinsel
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theres a few