#blueprint

402296 messages Β· Page 430 of 403

tawny tinsel
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but all of them are broken

desert pendant
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I'm fine with "no, unreal just has that limitation"

tawny tinsel
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i have no idea how can they always be set to 0

odd ember
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@tawny tinsel GetPresentTimeOfDay is what you need

rough wing
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If I put 2 objects on the plate and then take one out

sonic kraken
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isn't it?

rough wing
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Because it ends overlap, it disables the pressure plate

tawny tinsel
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ok ill try it

sonic kraken
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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.
@halcyon kelp This must to be in the gameplaymode, isn't it?

odd ember
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@rough wing do you have any use for those boolean variables?

tawny tinsel
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hm

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did i cast it wrong

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is this why the print sting is stuck at 0?

odd ember
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probably

rough wing
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@odd ember Not at the moment

halcyon kelp
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@sonic kraken - it's in my game instance right now... im not the best blueprinter tho πŸ˜‰

odd ember
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@rough wing so what's the point?

tawny tinsel
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help

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how do i cast it then

odd ember
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read up on casting

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and what casting actually does

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it's too complex to explain

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at least not in like 2 minutes

rough wing
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I'm going to use them later on

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But atm

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When one of the two objects end overlap, it starts the end overlap event

tawny tinsel
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well i have read that like 20 times

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it doesnt help

rough wing
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But I only want that to happen when there is no object on the plate

tawny tinsel
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does anyone just know what can i plug in there?

rough wing
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you can just go into the goodsky blueprint and add the print there

odd ember
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@tawny tinsel you can't just plug in random things and expect it to work. you actually have to read up on the topic and understand what casting is

distant sedge
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Get Owner is probably not defined, throw a IsValid check on it

tawny tinsel
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well the documentation doesnt explain it to me

odd ember
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@tawny tinsel what does the documentation say?

tawny tinsel
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nothing useful

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it says hey you can use casting for this and that

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thats it

odd ember
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lol

tawny tinsel
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also isvalid node doesnt plug into the cast node

maiden wadi
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What you plug into casting is a reference to the object you're trying to affect. Usually it's an Actor or Pawn reference, but not always the case. This takes the reference from an Actor or Pawn and "Casts"(Movie type of cast) it as what you're casting it as, which allows you to reach the functionality done in that class.

sonic kraken
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@sonic kraken - it's in my game instance right now... im not the best blueprinter tho πŸ˜‰
@halcyon kelp I think it must to be in the gameplay mode

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but i'm not sure

odd ember
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interesting that you think movie casting, I always thought of cast metal

tawny tinsel
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so what would be the refrence to the sky?

odd ember
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we don't know

tawny tinsel
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its just a blueprint

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how do i find out

odd ember
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that's something specific to your blueprint and project

maiden wadi
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I hate the word "Cast" for that. I wish it was something more like "Treat As"

odd ember
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tbh treat as would have been a great rename for BP

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since people overwhelmingly have an issue understanding what a cast node does

tawny tinsel
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how do i find out the refrence for my blueprint

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what is a "refrence"

odd ember
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it's the tube shaped thing with a name on that you get from variables

tawny tinsel
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this?

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but these come out of the casting node not into the casting node

odd ember
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yeah

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you need something TO cast

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a cast isn't spawning a variable for you to use

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it has to have a base object to use

tawny tinsel
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well i dont see anything that i can plug into the cast node

mellow marlin
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how do i get a widget (ui) to open on a scene?

odd ember
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we don't know what you should plug in either because we don't know your project

rough wing
tawny tinsel
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but cast node is used to acces the variables

odd ember
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yes

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on something that already exists

tawny tinsel
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and i need to pug a variable from that bp for the cast node to work?

odd ember
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you can't make variables exist out of thin air

tawny tinsel
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but all those variables are only inside the cast node

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how the fuck

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that makes no sense

pearl rose
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Does someone has experience with physic in general?

odd ember
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@pearl rose you might be better off asking the nerds over at #legacy-physics

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πŸ€“

pearl rose
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wanted to accelerate a little the process πŸ˜„

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Thank you πŸ™‚

tawny tinsel
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am i suposted to plug in an action or a component into the object?

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@odd ember

odd ember
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I would urge you to look up a tutorial @tawny tinsel

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you can technically cast anything

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but you need to cast the right thing to get what you want

tawny tinsel
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I AM LOOKING UP EVERYTHING

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NOBODY UNDERSTAND CASTING

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NOT EVEN UE4 THEMSELFS

odd ember
tawny tinsel
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i watched all of these

odd ember
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so what's the issue?

sonic kraken
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guys, how can i notify from a character to the level bp one event?

maiden wadi
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Casting is easy. Take this reference, treat it as this reference. You just can't cast a reference to anything other than itself or any one of it's parents in it's class hierarchy.

tawny tinsel
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i just want to take a variable from the good sky

atomic salmon
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@tawny tinsel Casting means converting an object of a given class to an object of another class. That will work only if the classes you are converting to/from are related.

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In the case of your Goodsky, the object you are plugging into the cast needs to be a parent of Goodsky, e.g. a reference to something Goodsky is derived from.

odd ember
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@sonic kraken level blueprint supports direct event delegates

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if you select your character in level and then right click inside the level blueprint you can see at the top the events you can put into the level blueprint from the character

atomic salmon
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@tawny tinsel A classical example. You have an Animal class and a Dog class. Dog is derived from Animal and a Dog can bark, but an Animal in general cannot bark.

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If you want your Dog to bark, you can call a Bark function on it. Now, if you store a reference to Dog using an Animal type variable, you cannot use it to make your Dog bark because Animal doesn't know how to bark. Therefore you first have to cast Animal to Dog and then you can call Bark for it.

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Your Goodsky is similar. Probably you are referencing it using a reference to a parent class it derives from. Before you can access its specific functions (methods) or variables, you first need to convert that reference to BP_Goodsky. This is what cast is for.

mellow marlin
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how do i show the mouse (curser)

tawny tinsel
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hm

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you need to set show mouse cursor

atomic salmon
mellow marlin
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uuuh k

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but i cant connect the player controller to set

maiden wadi
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Drag off of the player controller return value reference and type "Show Mouse Cursor" It should show up in the context menu.

mellow marlin
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k

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is it good if i add two begin plays?

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also its not working btw

sonic kraken
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if you select your character in level and then right click inside the level blueprint you can see at the top the events you can put into the level blueprint from the character
@odd ember what's about gameplay modeΒ‘

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???

hollow cape
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@mellow marlin show code

mellow marlin
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k

maiden wadi
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You set it to false.

hollow cape
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you have show mouse cursor set to false

odd ember
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@sonic kraken what?

hollow cape
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if you want it to show, it needs to be true

mellow marlin
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ooo lol

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k

trim matrix
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How can i get the distance from multiple spawned actors?

hollow cape
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get world locations, subtract, vector length

trim matrix
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wait

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what if its the same actor just spawned in like 10k times?

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I want procedural trees in my forest but they spawn so close to each other

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I don't want that

hollow cape
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do a sphere/box trace of some kind before placing, and use that to determine if the tree should be placed

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just a thought

trim matrix
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ok

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thancc

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where should the trace end?

hollow cape
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just trace down 1 unit or something

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or up. Doesn't matter. Traces just have to move at least 1 unit to return a hit

mellow marlin
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is it possible to make it so i dont have to click the screen in order for it to not show (just want to know if i could and if so how)

trim matrix
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@hollow cape im doing it from another bp

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so how would i get the location of the thing im trying to spawn?

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or should i take the spawn location and plug it into start?

hollow cape
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when you're spawning it, how are you giving it a location to spawn in to

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yeah

trim matrix
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line trace

hollow cape
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line trace?

trim matrix
shadow fox
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anyone know of any Secret Tutorial vids

odd ember
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secret tutorials huh

fathom portal
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What does that even mean lmao

shadow fox
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lol I cannot find anything for walking over and object and auto picking it up]

jaunty dome
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I need help with UMG -> Uniform Grid population

hollow cape
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don't tell anyone alright

shadow fox
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there is no way in hell that thats impossible

odd ember
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like the extra hidden necronomicon ladden tutorials available only in arameic on stone tablets

hollow cape
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but there's this site called "youtube"

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it's crazy

shadow fox
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ive been all over it

jaunty dome
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it's a simple logic issue, but my brain isn't functioning correctly

shadow fox
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and for some reason I decided to do some stupid project

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that involved 3 things that do not exist

fathom portal
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@jaunty dome hit us with the details

jaunty dome
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I want to fill the uniform grid slot with a widget through a loop

odd ember
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or with some secret tutorials

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otherwise

fathom portal
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Sure, I've got that myself, what are you stuck on?

odd ember
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... I know a dealer

maiden wadi
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Event OnOverlap, IfCollidingActor == Player, Do pickup logic?

hollow cape
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@shadow fox Go find a good tut on pick up in general, adapting that to auto pickup should be super simple

jaunty dome
shadow fox
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ya thats what I am trying to do

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cut out the process of hitting E to pick up

jaunty dome
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I want to evenly distribute a character widget in the uniform grid, 4 widgets on each row

maiden wadi
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@shadow fox What do you mean when you say "pick up"? Like, make the object disappear and add a number to an inventory, or do you mean place the object in the character's hand?

shadow fox
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like walk over a sword and it puts it in your hand instantly instead of having to hit a button

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like if you have nothing already equipt

maiden wadi
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Do you have your equip to socket function set up already?

shadow fox
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yea I can do it with hitting E

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but have not figured out what to call out for auto

sonic kraken
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guys, how can i trigger an event from AI controller to my gameplay or level blueprint?

fathom portal
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@jaunty dome I recommend using division:

maiden wadi
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@shadow fox Probably just use ActorBeginOverlap, drag off of OtherActor and == it to a reference of your player character. Run that bool to a branch, then call your equip function you already have.

fathom portal
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Where the Dividend is the current index, and the divisor is how many you want in each row

shadow fox
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kk I will try that and let you know ty

fathom portal
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Then the remainder is the "in row" and the return value is the "in column"

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Then you don't need multiple loops but it will still automatically cover however many items there are, @jaunty dome

jaunty dome
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@fathom portal Thanks a bunch

fathom portal
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Sure, add more here (or just PM me) if you get lost trying to implement it

jaunty dome
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do i need to -1 integer on array length ?

fathom portal
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nope

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I edited the above, sorry, the dividend is the index from the loop

jaunty dome
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so no need for length

fathom portal
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Yup

jaunty dome
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one more stupid question

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how do i reference the other widget (facepalm)

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ii mean like how to get a reference to it

fathom portal
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Do the other widgets already exist?

jaunty dome
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what's the function (other than create widget)

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yup it does

fathom portal
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Or are you making the widget inside the loop?

jaunty dome
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as a separate UI blueprint

fathom portal
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I mean, you should be looping those widgets, no?

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Not sure what you're currently looping

jaunty dome
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i'm currently looping an array of characters

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that exists in the game mode

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all good

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now i need to create a widget for each character, so it can be selected from the grid

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meaning in that loop, when i get the widget reference, i'll just set "character" variable in that widget and it handles displaying name image etc

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ah i've already done this

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i use create widget function

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then add as child

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sorry, my mind is foggy at the moment

severe rune
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Not sure if it fits in here - but I'm currently having an issue with enemy pawn movement and navmeshes. Running locally through PIE (dedicated server + single process) it works fine, however when run standalone / or on a dedicated server all the pawns just stand there and do nothing, any ideas as to what might cause that behaviour?

mellow marlin
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okay so when i go from the level with show mouse then i want it to hide the mouse when im in the game and when i get out of win screen is it possible to make it so i dont have to click the screen in order for it to not show (just want to know if i could and if so how)

rough wing
wintry crystal
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Hello to everyone, I am currently learning how blueprint works and how to use them. I hope this is the right channel for the questions/issues of the blueprints.
(My project is based on a TopDown Layout)
I am looking for a way to stop the movement of my character, but leaving the player the ability to rotate while standing still.
I am currently using the "Disable movement+ Stop Movement Immediately" function, but unfortunately the character is completely locked down.
I would like to replicate the same movement inside the video.
Another issue: How can I set the spawn of the blue shield to be always in front the character ?
Thank you very much for the help in advance.

sonic kraken
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Guys?

gloomy linden
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@wintry crystal just use a boolean check for the player key input you want to disable

unique hollow
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Heyyy

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When I sprint it takes away my stamina even when I'm static

hollow cape
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your first branch isn't connected to anything

unique hollow
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I know

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lemme connect it sec

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I was messing around with it

hollow cape
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also don't delay on tick

unique hollow
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the true is supposed to be connected to the upper delay and oh

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the event tick is supposed to be connected

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to the branch

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here

mellow marlin
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okay so ive been looking on google and cant find it now so here it is. how do i change the text via blueprints?

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also yes im new to ue4

unique hollow
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Okay so what I want to do is basically whenever I'm not moving I want the game to check it, so I can put it through a branch that checks if I'm not moving or not in order for stamina depletion to not trigger

mellow marlin
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okay im getting annoyed im trying to find out how to do it and i cant

hollow cape
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change what text @mellow marlin

mellow marlin
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the test in the gui i got aka widget

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and im trying to do it so i can tell the player that they can use xbox controls to get out of win screen

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@hollow cape

hollow cape
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a couple ways to do it, either bind the text of the textbox to a var that you update, or you expose the textbox as a variable and update that directly via BP (usually the BP that created the widget)

gentle urchin
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@rough wing Tried to get mesh bounds?

pine hull
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Hello
Do you have some documentations/tutorials about data assets & primary data asset ?

mellow marlin
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huh @hollow cape harvy huh 1 idk how the heck to do them and

hollow cape
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@mellow marlin I'm giving you the direction to go, I would recommend checking out a tut related to UMG, and at some point it should go over these things

mellow marlin
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k

hollow cape
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Mathew Wadstein does great short tuts

mellow marlin
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thanks

jolly pumice
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Hey guys, I'm making new inventory system, based on maps and data tables, it will be quite massive. I have variable that sets type of item. For test, I used int to represent it, but it's hard to remember all and there are many types of item. Is there some way, to just chose one from predefined list? Or I'm stuck with int or names/strings with that?

fathom portal
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@jolly pumice you can make an enum, or you can use code to get the data table row names:

jolly pumice
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Yeah, but to chose row name, I still need manualy type int or string in dt. There's my problem

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I have like 12k items, so anything that's speeds up, or gets things load faster, is necessary πŸ˜…

fathom portal
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Having the same problem myself, honestly. Enum would be the way to go, honestly

jolly pumice
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Yeah, I'm going with enums I think. That's best for that case, at least for now. Thanks MFG 😁

fathom portal
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Sure man, lemme know if you come up with a better solution

jolly pumice
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Or I'll import entire excel πŸ˜‚

mellow marlin
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ill look in the unreal docs KHarvey

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well they dont help

narrow kelp
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@jolly pumice I feel like if you have 12k different items in a data table you might be doing it wrong

fathom portal
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@narrow kelp How would you recommend storing/accessing 12K items with their own stats and variables?

gentle urchin
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you can use RowHandle to get a list of avaliable rows,

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that way you can just give them clever names ...

narrow kelp
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it depends on what you're doing, but i'd just have a small number of base classes that add variation when spawned

jolly pumice
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I could get it down by 5,but other scripts will get much more heavy

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5 times *

fathom portal
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Sure, but you still need a way to make all the data available

jolly pumice
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I rethinked all possibilities, getting everything I need as independent item, not stacking similar, makes it easy to sort and load/save. Only problem with coding dt

fathom portal
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I'm all for procedural generation and stuff, but sometimes you need things set in an easily organizable fashion

narrow kelp
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no human being is going to look at 12k items

gentle urchin
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^ Thats a fair point πŸ˜›

fathom portal
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They are when they need to change one of those items

narrow kelp
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dude

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i mean, whatever works for you and gets the project done

gentle urchin
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WoW has 118283 items in total, for reference

fathom portal
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I mean, if you have a better solution I'm all for it

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But "Make some base classes with some variation" doesn't really replace the need

narrow kelp
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i mean, is this like an RPG or something

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with a fire sword +1, fire sword +2

jolly pumice
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Nope, did you played shop heroes?

fathom portal
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I mean, I agree, if it's a lot of the same item with tiny variations then 12K+ probably isn't needed, but I got the impression it was unique items

narrow kelp
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even if they're unique, if there is 12k then I think they should be created procedurally

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nobody got time for that

jolly pumice
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There are some stats, that can be recreated, from base item to 5 indywidual, but in my situation, when you can have 200 types of items, dozen of each, maps with name/int works fastest

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If I could get third parameter to map, then I could get it way smaller

fathom portal
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@jolly pumice would you mind sharing a screenshot of 20-30 of the items in your data table?

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Now I'm curious who's right here

jolly pumice
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Haha, sure, but I've put it aside for today

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It's 11 pm

fathom portal
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Teaaaase lmao

jolly pumice
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But tomorrow I'll show you how it looks for now

fathom portal
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Awesome

jolly pumice
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Generally, it all works, creating items, inventory, recipes system etc.

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But that ft scares me πŸ˜‚

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Dt*

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Even not so bad graphics for craft slots 😁

narrow kelp
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so, the first thing i'd do is re-think how you're handling items conceptually, BUT... if what you're doing is working for you

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then

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you could think about making helper functions that automatically find a row based on some parameters

jolly pumice
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@narrow kelp I know, but I see so many problem with current systems, some are made, to find those similar items and it variants

plucky aurora
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i need to talk to someone about the titanfall cause and effect level mechanic, where you can switch fluidly from one level to the other. currently i am using movable blueprints to spawn and despawn the levels, but its a shit way to do things and i lack experience when it comes to enabling and disabling collission on runtime for static meshes

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if anyone likes to take on the challenge with me just in theory, a secondary brain or two would be really apprectiated πŸ˜„

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one of my ideas was to have 3 levels set up for level streaming and the player just gets spawned with an offset of 200 meters or so, so i can unload the other levels when the player has switched the "time"

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the other was to have all levels overlap each other but using a layer technique only render a specific group "time 1" "time 2" ... and so on

mystic olive
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Ihad a question Im almost finished implamenting the muliplayer the max players that can join is 4 however I atn 1 player controlled Enemey to also have the potential of joining the game so would I need to set the max players to 5 or set the PCE as a seperate join value?

narrow kelp
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@plucky aurora in my limited experience level streaming chugs

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its never as smooth and seamless as you'd want

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just something to keep in mind

plucky aurora
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so youd rather would load between efficient and fast loading seperat levels or rather have all the stuff build in one level and just load and unload it with some sort of layer magic?

ivory sluice
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Hey everyone,

I'm building and deploying my AR project but it's giving me some errors. The Following is the last part of the Android Log:
Precache HighWater 384MB.

Assertion failed: Memory [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/PakFile/Private/IPlatformFilePak.cpp] [Line: 4010]

Some Observations:

  1. It's working perfectly on Galaxy S8
  2. Crashing On Galaxy Tab 6 & Galaxy s20 ultra

Really need to get to the bottom of this. Any help would be appreciated.

narrow kelp
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tbh im not sure how titanfall does it, but if you're OK with a little slowness when streaming then that seems to be what you want

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you can keep your player and whatever else you need in your main persistent level

plucky aurora
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yeah my only problem was the first time i tried that, that i wasnt able to actually unload the levels

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or "hide" them

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when they overlapp and the player was in them they ALWAYS where on Oo

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or was that maybe just because the meshes there where set to static

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and that way they always are loaded no matter what Oo

unique hollow
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How would I import a skeletal mesh only into a character blueprint

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I don't need animations for it

narrow kelp
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@plucky aurora I dont recall atm how to set it up, but you can make them unloaded by default

plucky aurora
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i am reading up on that

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rn πŸ˜„

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do you know if theres a way to disable collission of specific meshes on runtime?

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if they are set to static @narrow kelp

fallen drift
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do you guys know how come i'm not getting the log statement to show up? i'm attempting to take away health points when the projectile collides with the object, i am able to destroy the object but not do anything further

unique hollow
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Print text isn't connected

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To anything

fallen drift
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ah okay

unique hollow
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Dummy

fallen drift
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what should that connect to?

unique hollow
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Whatever your BP is connected to so it should come out on last

fallen drift
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works thanks

unique hollow
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Yeah

fallen drift
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connected to cast to creature

unique hollow
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Np lol

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Yeah it should be like entire code then connect the last piece to the print you want

fallen drift
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how would you decrement the float and print that?

unique hollow
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Hmm what do you mean exactly, I see the float is connected to in text

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I'm a novice aswell, so still learning and English isn't my native

fallen drift
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use the decrement to subtract from health

vivid quail
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Question.. to dissolve a ai on death. Would you make a material instance with dissolve material then call it in zombiebp as a function after death?

fallen drift
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soemthing like this?

trim matrix
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Please and thanks in advance for the help

unique hollow
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Oh no no

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I have a code for subtracting things, I don't remember it exactly so I'd have to refer back to it, I'm not on my PC atm

fallen drift
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alright cool works

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the decrement says subtracting 1

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but getting 0.0 for the output? health is 100 - 1 = 0.0?

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is that perhaps because there are a lot of collisions that occur?

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but then again the value should go negative past zero

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okay, this works

distant sedge
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@plucky aurora Effect and Cause didn't stream levels, it was two levels stacked on top of each other, then teleport the player on the Z axis. That actually benefited their texture streaming system so you wouldn't see the texture popin' when teleporting. They go into it more here: https://www.vice.com/en_us/article/av3a7b/a-behind-the-scenes-look-at-the-best-mission-in-titanfall-2

Vice

Respawn walks us through "Effect And Cause," a standout moment from the 'Titanfall 2' campaign, and how the idea came up several years ago.

fallen drift
trim matrix
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Ok I have a question. I have 8 gas cans you have to pick up. How can i make my enemy store each gas can's location on destroy of that actor's instance and come to the location once that instance has been collected?

plucky aurora
#

@distant sedge thank god you shared this with me i was searching like an idiot on google and couldnt find it πŸ˜„

#

thats fucking perfect for me, exactly like the solution i had in mind first

tight schooner
#

@trim matrix Tons of ways to do it I suppose. BP communication of some variety is necessary; could depend on whether it's just one enemy being notified that a gas can was collected, or a particular enemy of several, or a whole lot of enemies, and how those enemies are selected and etc... You should look up an overview of approaches to "blueprint communication" to get some ideas.

trim matrix
#

ok but the general blueprints

#

how would i do it?

#

with 1 enemy?

tight schooner
#

Quick and dirty non-performant way if there's only 1 enemy in the level: on pickup, the gas can or the player-pawn Gets All Actor of Class @ index 0, casts to the enemy, and calls some function on it.

trim matrix
#

you still did not explain the code in the function

tight schooner
trim matrix
#

i get what you did there

#

but this is not made using a behavior tree

#

so its not meant in ai

tight schooner
#

Save gas can location to a vector variable? lol

mellow marlin
#

@hollow cape i do u know of any unreal docs instead i dont under stand them videos

tight schooner
#

idk what you're asking for

hollow cape
#

look up the docs, they're there

trim matrix
#

so here's the thing @tight schooner

#

I'll give you a rundown

mellow marlin
#

KHarvey if i found them would i be asking? (ik it sounds mean but i cant find them ive looked every where in the ui thingee)

trim matrix
#

I have 8 gas cans. For each gas can collected, save their individual location, and then send the enemy to that specific location to each location but one gas can collected at a time

#

if that makes sense

tight schooner
#

Must the enemy necessarily know about all 8 gas can locations? It only needs to know about the last-picked-up, right?

trim matrix
#

yea that what i mean

#

go to the last gas can's location that was picked up, and repeat that for each one collected

tight schooner
#

I suppose it needs a vector array variable that's basically a queue of gas can locations

trim matrix
#

ok

tight schooner
#

if the enemy goes between each location in an uninterrupted way

#

in the order they were collected

#

when a gas can is picked up, some sort of BP communication happens and the enemy adds a new entry to the list; when it reaches a destination, it removes index 0

fallen drift
#

here in the standard macros i'm unable to assign the object reference, any ideas to fix this?

#

tried "get attached parent actor"

mellow marlin
trim matrix
#

can someone simply explain to me how can i cast from a trigger box to a Bp that handles a skylight? I have triggerbox bp'd and from there on component overlap -> cast to the bp that handles skylight and put set hidden in game. the exec doesnt move from casting node

odd ember
#

@trim matrix you need to do that in a blueprint that blueprint needs to know both the triggerbox and the skylight

#

so it seems the level blueprint would be appropriate

gritty plover
#

Hey, it seems that my projectiles are all automatically being deleted after a few seconds. Is there an option for this that I overlooked or something?

trim matrix
#

ahh i was hoping to skip using level bp

#

is it possible to do any otherway?

odd ember
#

there is but you're just making it difficult for yourself

#

why do you want to skip it?

trim matrix
#

cus some 1337 guys told me to not do lvl bp's

odd ember
#

well those people are full of

trim matrix
#

and as a matter of fact triggers also

odd ember
#

there isn't any reason not to use level BP

trim matrix
#

k

#

it worked yes

odd ember
#

people have the same response to tick sometimes

#

but level BP is cheaper than tick

trim matrix
#

what about triggers?

#

im going for pc

odd ember
#

what about them

trim matrix
#

someone told me not to use them especially if for consoles

odd ember
#

lol

#

holy shit dude

#

idk who the fuck talks shit on this level

#

but they don't have an understanding of making games at a level that matters

trim matrix
#

said that too expensive

odd ember
#

uh huh

trim matrix
#

well i thought its weird too but thanks for corrections

odd ember
#

I wonder what they do for interactions lmao

trim matrix
#

i remember he said just use line traces if u need anything

odd ember
#

like dot product traces lmao

trim matrix
#

=))

odd ember
#

nah fuck that

#

it's a crippled understanding of development

#

nothing is rigid

#

you use whatever fits the situation the best

trim matrix
#

I wonder if he was serious or trolling. If serious I wonder where his information came from

#

or how he reasons with it

odd ember
#

who was he

trim matrix
#

cant remember was like couple months ago πŸ˜„

odd ember
#

generally it doesn't matter either way

#

don't let yourself be gatekept

#

use whatever you need

#

make it work first

#

and if it's too slow

#

optimize then and only then

trim matrix
#

yes πŸ™‚

leaden oracle
#

is there anyway to make the data asset to be configurable thru ini file?

zealous moth
#

for the UI widgets, what is the node to call to load a canvas into another canvas?

vapid locust
#

Anyone πŸ€”

#

My project is crashing a lot

trim matrix
#

looks like ur save function is fucked up

vapid locust
#

@trim matrix .any suggestions on how to fix it. My game is crashing on Android. We tried to fix it on Samsung and huawei devices. On iPhone it works. But the texture is a little off.

trim matrix
#

well since i dont have any clue on how your saving thing looks no, and i dont deal with blueprints that often anyways

mild ore
#

could be permission problem i guess

vapid locust
#

I get this message as well

#

The game is a endless running game

mystic olive
#

Little confused on this I have a kick menu however I want the host to display above everyone else however when I plug in both the player info and player image for the seperate info block none of the info displays

#

I figure it would be simple to just pull the info from my playerinfo file but idk why it just refuses to display the hosts info

ornate pecan
#

hi support team, I want calutator angle between two vector in 3D space, please help me!, I use blueprint for unreal

trim matrix
#

I have a question. Right now to achieve a enemy jumpscare, im grabbing the players location, finding the lookat rotation from that and the enemy location and setting the world rotation of the fps camera. That is not giving off the desired effect, which is to make the player look at the enemy from the center of the screen. Is there another way to do this?

jolly pumice
#

Hey guys, according to yesterday conversation, i'm giving you some insight about my game πŸ˜„

#

I make it smaller, estamined ~5k of positions

#

@narrow kelp @fathom portal that's something 🚩

sick sapphire
#

how do I set the motion blur of my FirstPersonCamera by blueprint?

jolly pumice
#

@sick sapphire Get global PostProcess, on templates its already on map. Then find motion blur panel and here you go πŸ˜‰

#

You can just get ref to that in bp

sick sapphire
#

@jolly pumice that will affect every camera in the level?

jolly pumice
#

yeah, its global

#

I don't know, if there's a field, that works on only certain cameras

sick sapphire
#

i can't find it though, maybe I deleted that at some point
any way to get a reference directly to the camera instead?

#

this is as far as i got

#

@jolly pumice

jolly pumice
#

You need to make ref, edit it, then save new settings

#

should go

#

find motion blur in post process, in details

#

then tick amount, does exactly what it says πŸ˜„

sick sapphire
#

@jolly pumice ok, thanks!

sonic kraken
jolly pumice
#

Firstly, check if all enemies are in array

sonic kraken
#

triggering this gameplay function from character bp crash the editor

#

after to close the editor, i can't open it without remove all changes in the bp(thanks git, you save me)

jolly pumice
#

Where are you storing array? In character bp?

bronze kraken
#

Hi guys, I am a beginner trying to learn how to animate a platform using a button. here is what I have:

#

when the player collides with the button, the "gate" open and allows the key to be pressed and animate the sequencer

sonic kraken
#

Where are you storing array? In character bp?
@jolly pumice i'm saving the actors

bronze kraken
#

This, however, does not work for some reason. Could someone help me with that?

jolly pumice
#

@bronze kraken Just make lerp to new position, if its one time thing πŸ˜‰

bronze kraken
#

no, it's an animation loop

jolly pumice
#

okay

bronze kraken
#

but I could look up that method also

jolly pumice
#

so, it needs to start going back, when character is not on the spot?

bronze kraken
#

that button, should trigger the animation and loop it

#

or at least do it one time

atomic salmon
#

typical task for a timeline

bronze kraken
#

I could easily just play on start, but I want a trigger

#

it works just fine without a trigger

#

the problem is that the F key does not activate the blueprint, but the colliders work just fine

atomic salmon
#

@bronze kraken use Print String to understand where the problem is

bronze kraken
#

ok, how do i see the debugging text irt?

atomic salmon
#

You can also display the Blueprint while playing, in a separate window, and check whether the proper branches are activating or not

bronze kraken
#

yes, i did just that

atomic salmon
#

The debug text from Print String appears directly inside the viewport

#

and in the log it the respective option is checked

#

So you get no input event from the F key?

#

The actor that contains the input event should be receiving input from Player 0. There is a property in the Details panel.

bronze kraken
#

apparently no input from pressing F

#

let me show you my input setup

atomic salmon
#

I think this part is fine. The problem may be that actors, outside of the possessed pawn, do not automatically receive input from the player unless they are told to do so.

#

Show the details panel from the actor which has the code you posted above.

bronze kraken
#

the actor does not have the code

#

the button collider has the input code

atomic salmon
#

whatever is handling the input action needs to have input enabled

#

Now it is probably like this ^^^

#

Needs to be Player 0

bronze kraken
atomic salmon
#

This is your third person character

bronze kraken
#

yes

atomic salmon
#

Ok, one step back.

#

In Unreal Engine 4 typically only the possessed pawn (which is controlled by the player) receives the player input.

#

A character is derived from pawn, so it applies to it as well.

#

If you want another actor, which is not a possessed pawn, to also receive player input, you need to set it specifically.

sonic kraken
atomic salmon
#

Otherwise normally other actors don't get player input.

sonic kraken
atomic salmon
#

@bronze kraken

sonic kraken
#

the idea is when a character dies it will triggers the game mode to remove this actor from the enemy list

atomic salmon
#

So if you want your trigger box BP to also receive input for the F key, you need to enable it specifically.

sonic kraken
#

and review if the enemy list is less than 0

#

if it is players won the game

bronze kraken
#

@atomic salmon so typically, you don't want to use the trigger's blueprint to recieve input, but rather, use the actor's blueprint instead to detect collision and initiate the input

#

but, like you said, it could be triggered specifically to do that

atomic salmon
#

@bronze kraken yes, that would be the right way to do it. Directly in the pawn/character or in a custom Player Controller.

#

That allows you to generalize to platforms, elevators, doors etc.

#

The pawn/character handles the F key (interact command) and sends it to whatever actor it is overlapping so it does what it needs to do.

bronze kraken
#

that makes sense. otherwize your input won't be centralized

atomic salmon
#

That is one reason. The other reason is that you can abstract the interaction with the different elements.

bronze kraken
#

I wish there is a lesson to explain that

#

gocha

atomic salmon
#

Probably there isn't. This is part a programming concept and partially good interaction design.

desert tide
#

Hey all, I'm attempting to generate a grid of blocks and then change their height based on perlin noise in BP. Using the NoiseBPLibrary. I don't think that's the issue rn.

What I'm doing is two nested for loops, the inner one generating the Y axis, the outer generating the X axis. This successfully gives me a grid of 'blocks' . Now what I need to do is change each instances height based on the perlin nosie

bronze kraken
#

@atomic salmon thank you for explaining this in detail.

desert tide
#

I tried getting the instance count, then doing a for loop using that as my last index value, so that it loops through all the generated instances of my block. Then when I attempt to change all their heights, it works, but moves them all the same value. To give the illusion of terrain, I need them to be at different points of the 2D perlin generated

atomic salmon
#

@bronze kraken np. Regarding abstraction, you should eventually look into Interfaces, even though this is an advanced concept.

#

@desert tide you need a way to calculate the noise level for the specific instance at the specific location.

#

so you can set it at the proper height.

bronze kraken
#

@atomic salmon ill look it up rn

odd ember
#

I favor a lazy approach

#

google stuff when you need it. understanding class hierarchies comes before using interfaces imho

atomic salmon
#

@odd ember that's why I wrote eventually

bronze kraken
#

i'm aware of class inheritance in programming, if that's what you mean

odd ember
#

cool, interfaces are just a degree above that basically

#

the same way you can do stuff in class hierarchies for a single family of classes you can do with multiple families of classes with interfaces

tame pecan
#

Is there anyway I can have functions that only can get called in editor?

#

And ignored in a build

#

Like if I have a debug function

sonic kraken
#

This is my game mode function,
@sonic kraken Sometimes it triggers, some times it does not trigger

#

i don't understand what happens here

bronze kraken
#

sorry to say this, but learning all this is time consuming, especially for a designer like me. Is there some easy tutorial series for blue print triggers for say, anterior designers?

desert tide
#

Any reason why this wouldn't work to set each instances height?? The index coming from the bottom is from the for loop of the total

amber grotto
#

how to play a wounded animation when health drops - 50% UE4

atomic salmon
#

@tame pecan in the source code this is done like this

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) // Do not Print in Shipping or Test
    PrintString(WorldContextObject, InText.ToString(), bPrintToScreen, bPrintToLog, TextColor, Duration);
#endif```
reef turtle
#

Hi,

Quick Question:

how to check if skeletal mesh component has mesh ? or its none (default) ?

in blueprints

odd ember
#

@bronze kraken interior or anterior? πŸ˜…

bronze kraken
#

interior*

atomic salmon
sonic kraken
#

Guys?

atomic salmon
#

Something like this ^^^

bronze kraken
#

@atomic salmon yes, that's exactly what I was looking for.

atomic salmon
#

@reef turtle use IsValid

#

@amber grotto typically you tell the AnimBP to do it by setting a variable/bool into it.

amber grotto
#

@atomic salmon how could i

reef turtle
#

@atomic salmon I've tried is valid, its not working..
I guess, isValid is checking if the Mesh component exist or not .. but not checking it value .. if it has mesh or none

atomic salmon
#

@sonic kraken apply some basic debugging. Use more Print String.

#

Do the events fire? Do you get past the Branches?

#

@reef turtle ok then try == nothing on the mesh value

maiden wadi
sonic kraken
#

@sonic kraken apply some basic debugging. Use more Print String.
@atomic salmon i have many prints and it works some times, some times it does not work, and when i save and i get out from the editor

#

after to open it again it just crashes

atomic salmon
#

@sonic kraken are you using a compiled version of the editor or a launcher version?

#

Should not crash like that

dense flare
#

Is there any way to clean your project from old references?

atomic salmon
#

@dense flare not as a one-click function. There is an option to remove unused variables from a BP, but you have to go one by one. More in general, you can migrate your level to a brand new project and only the referenced actors/assets will be carried along.

odd ember
#

I wish BP had good refactoring tools

dense flare
#

thanks @atomic salmon

mellow marlin
#

Why is this not working (i got told its the make key but its the only thing i can do) (the thing i want to do is if game pad is connected change text to press A to restart and if not say press to start)

sonic kraken
#

Should not crash like that
@atomic salmon Launcher version.

odd ember
#

@mellow marlin that's never going to do whatever you want it to do

mellow marlin
#

so how will i do it then

#

@odd ember

odd ember
#

so instead of make key

#

create a parameter

desert tide
#

Solved the issue, in the end it was the perlin noise generator I was using not working

odd ember
#

of the same type as key

mellow marlin
#

uuuh k

#

u do know i started yestday and still dont know alot so how would i create it (sorry just want to know cuz i dont see a create parameter

odd ember
#

google it

mellow marlin
#

also what parameter there are 1000 of them

odd ember
#

the same type as your key

mellow marlin
#

the player controller? that wont work

#

wont it

odd ember
#

there's a secret method where you can drag the key pin to the get text 0 node and it'll automatically make a parameter of that type

mellow marlin
#

huh i dont under stand what u mean

odd ember
#

then google parameters

mellow marlin
#

I AM

#

all im seeing is materials parameters

#

could u jsut show me the look of the node

odd ember
#

I don't have UE4 where I am

mellow marlin
#

ooh well i cant find anythink on parameters for unreal engine so yah

odd ember
#

f

mellow marlin
#

all i find is materials also im a bad searching okay

odd ember
#

bookmark that site

#

you will use it for everything

#

search there will make you feel like a god

mellow marlin
#

ty

#

okay i got a parmeter with player controller

odd ember
#

not sure where you got the fact that you need a player controller

#

I said you should hook up a key parameter

mellow marlin
#

oooh

#

lol

#

done

#

that part

#

but i want to check if conntroller connect not the key of that

odd ember
#

we'll get to that

#

show me how your function looks

mellow marlin
odd ember
#

you still need the Is GamePad Key

#

that you put into branch

mellow marlin
#

k

#

done

#

didnt work

odd ember
#

we're not done

#

so

mellow marlin
#

ooh

#

k

odd ember
#

outside of the function

mellow marlin
#

yah

odd ember
#

in teh event graph

mellow marlin
#

k

odd ember
#

drag your newly made function in

#

the right click and look for the AnyKey event

mellow marlin
#

got that in it and okay

#

anykey?

odd ember
#

any key

#

it's your new best friend

zealous moth
#

is there a way to detect if the user quit the game by either end tasking or alt+f4?

mellow marlin
#

i cant find it

sonic kraken
#

well, it is working well in c++

mellow marlin
#

ooh found it

odd ember
#

@zealous moth nope

mellow marlin
zealous moth
#

hm.. then my only workaround is the game instance with a boolean...

odd ember
#

@mellow marlin mmm no, that's not going to what you want it to do

mellow marlin
#

huh?

odd ember
#

or maybe it is

mellow marlin
#

u said to do it though

odd ember
#

test it

mellow marlin
#

i did didnt work

odd ember
#

well the AnyKey event

#

and also you have to hook it up to something

#

hook it up to a print text node

mellow marlin
#

k

#

huh in the print there is something

#

but it only says one thing

odd ember
#

amazing right

mellow marlin
#

why my controller is connected and it dont say the right thing

#

Its not working

odd ember
#

because

#

you need the AnyKey event

mellow marlin
#

huh i cant find it

odd ember
#

you're in a widget right

mellow marlin
#

yup

odd ember
#

that'll be why

mellow marlin
#

but i need it to work in the widget

odd ember
#

are you sure about that

#

because I don't think you do

mellow marlin
#

yup

#

100%

#

cuz i need the text in the widget to be change meaning i need the nodes to work in the events right

odd ember
#

that doesn't mean it has to come from the widget

mellow marlin
#

huh k

odd ember
#

where do you spawn the widget

mellow marlin
#

in the level blueprint

odd ember
#

ok

mellow marlin
#

wait do i cast to widget?

odd ember
#

nope

#

you're fine

#

go into your level blueprint

#

where you spawn the widget

#

save that spawned widget as a reference variable

mellow marlin
#

k

odd ember
#

"promote" to variable

mellow marlin
#

i got a var for the veiwport part

odd ember
#

show me

#

buddy

#

you're not in the level blueprint

#

what are you doing

mellow marlin
#

wrong one

thorny cedar
#

is it ok to use event tick to face objects towards the player ? Can i use the relative location of the object to rotate it, or will it be overwitten by the FacePlayer function?

mellow marlin
odd ember
#

excellent

#

so your new var

mellow marlin
#

its not new

odd ember
#

lmao

#

it's called new var

mellow marlin
#

i used it for the widget to work

#

oooh lol

odd ember
#

my dude

#

you gotta listen

#

not so much talky talk

mellow marlin
#

k

odd ember
#

drag out the new var 0 from left side of the screen into the event graph

mellow marlin
#

get or set?

odd ember
#

get

mellow marlin
#

k

odd ember
#

now you have a pin on this new var 0

mellow marlin
#

yup

odd ember
#

drag it out and type get text 0

mellow marlin
#

k

#

done

odd ember
#

now

#

right click and look for the AnyKey event

mellow marlin
#

i got the anykey event

#

there

#

wat else after that?

odd ember
#

make your get text 0 non pure

mellow marlin
#

how

odd ember
#

inside your widget

#

inside your get text 0

#

click on either of the purple nodes

#

in the details there'll be a tickbox for "pure"

#

untick that

mellow marlin
#

k

odd ember
#

now back to the level blueprint

#

your green node is now blue

#

hook it up to the any key pressed

mellow marlin
#

i donnr aee details

odd ember
#

it's on the right side of the screen

mellow marlin
maiden wadi
#

Bottom left.

mellow marlin
#

where i dont see it

#

i swear

maiden wadi
#

That screen you just sent. It's in the bottom left. Says Pure, checkbox.

mellow marlin
#

ooo there

#

done that CranzEstebogen

odd ember
#

so back to your level blueprint

#

green node is blue now

#

hook it up complete to anykey pressed

mellow marlin
#

huh what one

odd ember
#

get text 0

mellow marlin
#

oooh that yes

odd ember
#

afterwards

#

make a print text node

mellow marlin
#

i did

odd ember
#

hook that up to your get text 0

mellow marlin
#

k

odd ember
#

and delete the other print text node in your widget

#

that's it

mellow marlin
#

dont have it in the widget

#

its also not working to

odd ember
#

what's wrong

mellow marlin
#

oooh it is now

flint surge
#

Is there any way to get a reference to an inherited component in a blueprint that isn't "none"? I have a cpp class A that is blueprinted into B and C specializations, both have the component (inherited). Trying to treat those with a shared function that modifies the identical components fails silently and the output log warns about it being "none", and IsValid checks fail. If I first cast to B or C and then access the component, it works, but I don't see the point in all that extra work of duplicate functions.

mellow marlin
#

but i cant have it like that cuz i cant have it to be in anykey i need to do begin play and then with output has a var for the widget

odd ember
#

that's fine

#

you can still do it like that

#

any key registers when the user presses any key

#

anywhere

#

at any time

mellow marlin
#

huh?

odd ember
#

so it will literally change on the fly

mellow marlin
#

how

odd ember
#

black magic, mostly

#

some human sacrifice too

mellow marlin
#

dude how

maiden wadi
#

Is this still about the gamepad detection thing?

mellow marlin
#

yah

odd ember
#

there is no how

#

it just does

#

you don't have to do anythng

mellow marlin
#

thats what i want to do and i need help with the text change to

#

with VAR

flint surge
#

var is storing a reference to the widget you create

mellow marlin
#

also anykey is not helpful for it

odd ember
#

lol

#

it is

flint surge
#

what's he trying to do?

odd ember
#

when the level starts he wants the proper text displayed

#

depending on input device

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tbh true

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what you really need to do is

mellow marlin
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i dont want it to change by button

odd ember
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on anykey

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drag out the key, promote to variable

mellow marlin
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U DONT UNDER STAND

odd ember
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call it LastKeyPressed

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I do

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I understand better than you

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if you want help listen

mellow marlin
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i dont want it to work like that

odd ember
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it will

mellow marlin
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i want it to work without pressing anythink

odd ember
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yes

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that's what we're working towards

mellow marlin
#

well key pressed and that is not what i want to do

odd ember
#

you have to detect a switch between input devices somehow

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if a player never presses an input key how will you detect what they are using?

mellow marlin
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(on this another engine i could)

odd ember
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what you need to do is in your previous level, have an anykey event that does the LastKeyPressed

#

you couldn't

maiden wadi
#

The only way to detect if you need to display Press A, or Press Spacebar, is to detect if the user has used a gamepad axis recently and display the keyboard controls if they haven't.

odd ember
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computers aren't magic

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they respond to logic

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saving the last input from previous levels

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works

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also I don't think there's a node for recent activity

mellow marlin
#

k

odd ember
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it's a bit more involving but it's a robust solution

maiden wadi
#

Set a variable and update it regularly. Quite a few older games did it that way, and I don't think anything about that has changed. The only other option is to let the user specify their device in the options menu.

mellow marlin
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cant find last key pressed

odd ember
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@maiden wadi that's... what I am proposing?

flint surge
#

You could probably enumerate connected input devices somehow, but I don't know of a way to do that in blueprints

odd ember
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@mellow marlin you have to make it yourself

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ok so

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in the level before your "you won" level

mellow marlin
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k how

flint surge
#

If this is happening right after BeginPlay it seems a bit clunky, but if you're in a game state that you can't reach without pressing a key, it should be fine

odd ember
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use the any key event

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now do you have a custom game instance class?

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if not, create one

mellow marlin
#

k

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game instance class?

odd ember
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yes

mellow marlin
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do u mean game mode if so then yes if not then idk

odd ember
#

no

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game instance

flint surge
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As in, make a new blueprint and inherit from GameInstance

odd ember
#

yes

mellow marlin
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huh

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(im dumb right)

flint surge
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A game instance is a singleton that gets instantiated when the program launches

odd ember
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lol singleton

mellow marlin
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idk what the heck u guys mean lol

odd ember
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we can't explain concepts like that man

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it's too high brow

mellow marlin
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so i make a blueprint class?

odd ember
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yes

mellow marlin
#

k

odd ember
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pick game instance

mellow marlin
#

k

odd ember
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as the base class

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when you have it

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open it

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create a Key variable called LastKeyPressed

mellow marlin
#

huh

#

k

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got it

odd ember
#

cool

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so now in the level before the you won level

mellow marlin
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k level1

odd ember
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yep

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create an AnyKey event

mellow marlin
#

k

odd ember
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then use the node get game instance

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cast it to your custom game instance mode

mellow marlin
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k

odd ember
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and use the Key of the AnyKey event to set LastKeyPressed

mellow marlin
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huh

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ooh

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huh cant find it

odd ember
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from your custom game instance pin

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it should be there

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you also haven't cast it to whatever name you called your custom game instance

mellow marlin
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oooh

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name is GameInstance1

flint surge
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then you need a "cast to GameInstance1" node

odd ember
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^^^

mellow marlin
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like this

odd ember
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yes, you need to set instead of get

mellow marlin
#

k

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done

odd ember
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now in your you won level

mellow marlin
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wait what do i set it to

odd ember
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anykey event's key

mellow marlin
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anykey k

odd ember
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yes bravo

mellow marlin
#

k

odd ember
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in your you won level

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on begin play

mellow marlin
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im he the won level now

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k

odd ember
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get game instance -> cast to your game instance class

mellow marlin
#

k

odd ember
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get last key pressed

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and put that into get text 0

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and do a print afterwards

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in this way, the last input of the previous level will be the input you get for this level

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this is a little shotgun surgery style

mellow marlin
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uuh k

odd ember
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but it doesn't matter for your particular project scope

mellow marlin
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how do i add it to text 0

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oo that

odd ember
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cmon you've done this before

mellow marlin
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nothings happening

twin pollen
#

guys, how can I control what a certain camera renders? like a layer or a channel for example ?

mellow marlin
odd ember
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@mellow marlin get, not set

mellow marlin
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huh

odd ember
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you need to get last key pressed

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you're not setting it here

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you're requesting info from it

mellow marlin
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i dont under stand now

odd ember
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just drag out get last key pressed from the cast node

mellow marlin
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huh

#

ooh

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set or get

odd ember
#

get

mellow marlin
#

k

odd ember
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use that

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so now when you load the you won level from the previous level

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it will always be the last input device used

mellow marlin
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ooh k

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but i get a error

odd ember
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use your new var 0 to hook into where it says "self"

mellow marlin
#

k

flint surge
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@twin pollen Maybe a post processing material? Or maybe via a render target... Or maybe with custom trace channels and modifications to the camera cpp code... not sure

zealous moth
#

I'd think it's the collision by visible or the rendering as LurkNautili said

twin pollen
#

@flint surge The thing is the camera has no options like that. actors and components also don't have such options. The only thing I found online was that you need to extend engine code to add such feature, But that was back at 2014 so I guessed maybe that's legacy stuff and it's now available

mellow marlin
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not working still

flint surge
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I haven't seen anything like it before

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But I haven't really looked

odd ember
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@mellow marlin it's because you're not playing you won from the previous level

flint surge
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Post processing is available in-editor via post processing volumes, to which you can add materials which you can build in editor as well

mellow marlin
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huh

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i did to test it

flint surge
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Not sure how much you can do by messing with the target the camera is rendered to, but I think you can access that via the blueprint editor

mellow marlin
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i went to level one then i went to the door thing then it went to you won and still nope

odd ember
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well right now you just set it to print to text

flint surge
#

When it comes to custom channels, you can add those in editor, but to make the camera trace those for rendering instead of (presumably) the camera channel, you'd probably have to tweak the camera component's code or something

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not sure, never looked at cameras in detail

mellow marlin
flint surge
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@twin pollen Basically if you're unlucky it might be one of those situations where the only solution is to trawl through thousands or tens of thousands of lines of engine code

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I don't have expertise with that particular area of UE so it's possible an easier solution exists that I'm not aware of

odd ember
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@mellow marlin you didn't use your new var 0

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you made a new var 1

twin pollen
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@flint surge I don't really mind C++ and engine code, but i though there was an easier solution, because ... That's like basic stuff ...

flint surge
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Yeah it seems like it would be

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I haven't had to do anything like that before, apart from having to add a post processing volume and material for an outline effect

mellow marlin
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i changed the name

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@odd ember

odd ember
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@mellow marlin you aren't supposed to change the name, you're supposed to use the right variable

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sigh

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maybe blueprints were a mistake

mellow marlin
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i updated the blue print for the var1

flint surge
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well, they're handy for some things

odd ember
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but at what cost

flint surge
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but many things about UE seem like mistakes

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like the unholy abomination that is slate c++ code

twin pollen
#

Tell me more about it 😭

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And they changed a lot of C++ basic compiler as well, so you can't work with your background knowledge as well, you have to study their code and spend hours upon hours to figure out something trivial

flint surge
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it's the byzantine and copious use of arcane macros and other preprocessor directives that messes with my flow the most

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half the time VS / IntelliSense completely shits itself in terror even though everything compiles just fine

odd ember
#

on the other hand, engine level optimizations

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(at the cost of your sanity)

flint surge
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I dunno, some of the builtins seem to border on pessimized

odd ember
#

just like black magic should be

flint surge
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like idk wtf is going on with TOctree but all my problems went away when I replaced it with a kd-tree I sharted out in like a few hours

#

sure, I know they're not equivalent even on an abstract level but there was some bizarre shit going on that I couldn't explain away based on the differences in abstract data type

#

on a completely unrelated note, the VC++ compiler implementation of std::piecewise_linear_distribution is borked

#

makes me wonder why I even bother with anything other than linux

twin pollen
#

I'm happy to see I'm not alone in this. Because I started using Unreal 4 months ago, but I had working experience in C++. But for some reason, I feel like a total noob sometimes when diving into code engine.

flint surge
#

Yeah I've been at it with UE for about 2 years

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the rate at which things get easier is painfully slow

twin pollen
#

Ya ... I can see this now ... Well, good luck to us. And stay safe ✌️

hallow osprey
#

Gonna preface this with that I'm basically a total novice at UE4 and game making now but would anyone be able to help with setting up anim graph blueprints for a bird? lol

I've been trying to figure it out through online tutorials for setting up movement but I've been running into some snags I can't seem to get an answer for. First major thing is I'm trying to get basic flight working which so far I've had two major problems for

1, it breaks the "flying" animation and has my bird walking on air instead
2, I can move forward/back/left/right but it acts like its walking on a flat plane the whole way so I can't move up or down without exiting flying entirely

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Or if anyone knows some tutorials for flying creatures in general because I can only seem to find "make your humanoid fly like superman" type things

latent junco
#

Hey, got a question that I'm not finding any resources for, probably because I don't know what to look for πŸ˜„ Anyways, what I'm trying to do is slide an actor over the surface of another actor. Coming from a 3D application, this would be similar to something like a surface constraint. so something like an actor moving on the surface of a sphere, only with more complex objects. Does anybody know what I should be looking into to solve this problem?

flint surge
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kind of depends on what the method of sliding is

latent junco
#

player input, so like WASD movement, if that's what you're refering to

flint surge
#

For example, if you were sliding the actor by cursor in your viewport, you could deproject that 2D viewport cursor position to get a point and direction in 3D, and then do a raycast, which will return the intersection point and normal for example

odd ember
#

trace to ground every frame find impact normal, translate to rotation

flint surge
#

You might be able to work with raycasts in a WASD type situation as well, yeah

odd ember
#

if you're looking for spherical gravity you'll need to make that yourself as well