#blueprint

402296 messages · Page 432 of 403

trim matrix
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But wait

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Wouldn't for each pickup each at once?

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@maiden wadi

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I mean

maiden wadi
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That is why you have a small sphere radius set. I assume your gas cans are not all right next to each other based on that you're already checking distance. This way instead of checking the distance of all of them, you're just seeing if one is even there. I can help show you through a simple version of it if you need? Doing it this way allows you to also interact with other objects with the same key press without doing all of the checking and work in just one object which would make that object become bloated after a while.

olive bone
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Hello, so if i add a widget component the chose the class. How do i get the class that i have chosen ?

trim matrix
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Please show me @maiden wadi

atomic salmon
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@tawny tinsel it is the heartbeat of the editor. That happens when the editor slows down due to some intensive tasks. You can safely disregard that message if it doesn't happen all the times.

tawny tinsel
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ah alrithy thank you for explaining it

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now could you help?

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i cant package my game

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@atomic salmon

atomic salmon
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You don't have your project open twice, do you?

tawny tinsel
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nope

atomic salmon
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Otherwise you need to take a look at the log file indicated on the fourth line from the bottom

tawny tinsel
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how and where?

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@atomic salmon i beg ive been trying to package this for hours

atomic salmon
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@tawny tinsel look at the error screenshot you posted above

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Fourth line from the bottom

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It says that more details are in that log file indicated there

tawny tinsel
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ah

atomic salmon
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That's where you need to look into for more details

tawny tinsel
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oh god its not color coded my stupid brain doesnt understand

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a

atomic salmon
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Usually toward the bottom of it

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Post the last 20/25 lines here

tawny tinsel
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it mentions the word string alot? is it cuz i have strings in my game

atomic salmon
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I cannot tell until I see it

tawny tinsel
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help

atomic salmon
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@tawny tinsel share the full file here, this is unreadable

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or on pastebin better

tawny tinsel
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good idea

normal rune
pulsar moss
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Hey all. I am trying to figure out who calls this function. I put a breakpoint on it, and it does call, but the stack trace is wrong. The previous call to this node is nothing to do with this function at all. I tried using search as well, but could not find any mention of this function.

normal rune
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pls help

tawny tinsel
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@atomic salmon

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do you think this might be related to the fact that i disabled quite a few preset plugins?

atomic salmon
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@tawny tinsel need to see this too: C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\Cook-2020.03.21-15.54.29.txt

pulsar moss
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Ah nevermind on my question. It's bound

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via event delegate 😛

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funny how the stack trace doesn't show that

tawny tinsel
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HERE

atomic salmon
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@tawny tinsel I believe one of your plugins may be causing issues

trim matrix
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@maiden wadi why did you just give up on helping me? You went to playing a game

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😦

tawny tinsel
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this is sad :<

atomic salmon
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@tawny tinsel MagicLeapScreens

tawny tinsel
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what about it?

rough wing
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@atomic salmon But its only the skeletal mesh thats like that. Other physics actors are very precise

atomic salmon
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@rough wing check their mass, probably they have a lower mass

tawny tinsel
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so what about magicleap screens

atomic salmon
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@tawny tinsel try disabling that plugin

tawny tinsel
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and package? alrithy

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AY IT WORKED THANK YOU

normal rune
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pls help ❤️

tawny tinsel
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how did you read those? tell me your knowlage so i shall care on @atomic salmon

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@normal rune i will try to help whats the problem

normal rune
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i was making an endless runner from the basics video on youtube

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by epic

atomic salmon
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@tawny tinsel you can see from the last log that the crash happens immediately after the Magic Leap Screens module is shut down

normal rune
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i think ive done everything right

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but it wont work

tawny tinsel
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oh so thats how

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you checkd what caused the crash and what crashed afterwards?

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very smart

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thank you

atomic salmon
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@tawny tinsel if you had installed the Engine debug symbols you would have seen it mentioned in the crash log as well

tawny tinsel
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well shit my game keeps crashing due to d3d error

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had the same issue with my last game tha ti finished but thank god it optimized it self to not do that

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any way to fix that?

normal rune
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pls help

tawny tinsel
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can we see ur bp thats respnsible for spawning floors

atomic salmon
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@tawny tinsel update your video card drivers

atomic salmon
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@normal rune that tutorial is very old

normal rune
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oh

tawny tinsel
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@atomic salmon theyre all updated i constaly check them weekly

atomic salmon
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@tawny tinsel is your GPU overclocked?

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@normal rune where exactly are you getting issues?

tawny tinsel
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nope im using a bit of an old laptop but its very good

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its lenovo t530

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8gb ram etc

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i found a solution online with a coment but i have no idea how to acomplish these actions

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i believe this might fix it

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cuz its definitely not some driver issue

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but cleaning some registry and reinstaling might work

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but how do i do that?

atomic salmon
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@tawny tinsel DDU is an utility. Google it

normal rune
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@atomic salmon it worked ❤️

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yeah it was an old video

tawny tinsel
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it says ddu is display driver uninstaler

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wont that kill my monitor?

normal rune
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so it worked as soon as i changed world settings

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tysm

atomic salmon
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@tawny tinsel never had issues with it, but it is an advanced tool, so you need to know what you are doing. Carefully follow the on-screen instructions.

orchid zinc
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My twin stick spectator pawn moves fine with the left movement stick, but any input from the right fire stick changes the movement trajectory relative to the movement stick. Any idea what's causing this?

tawny tinsel
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idk that seems too scary for me im a bit of a begginer maybe im gonna skin

atomic salmon
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@orchid zinc Define "changes trajectory".

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Or show a video capture.

orchid zinc
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Left move stick move the spectator left normally, as expected. But any right stick fire input will misalign the left movement stick, such that left might move down or up

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ie:
left stick left = move left
right stick any direction
left stick left = move down-left

atomic salmon
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@orchid zinc I would start by checking the axis value out of the two input events and then go down the chain until you find the problem

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Maybe even double check how the two sticks are configured in the inputs under Project Settings

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It's possible that you are rotating the controller with both sticks and that causes an issue, but it is difficult to tell just from your description

languid lion
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Hi everyone, I'm new here and I'm looking for some help with blueprinting (fairly new to Unreal as well). I'm working on a 2.5D platformer and I have to implement wall jumping, wall sliding and just sticking to a wall when you hold a key. I can share what I have right now. I'm looking for better ways to do the wall jump as I'm running into some issues with what I have right now, and I can't seem to figure out an efficient way of handling the wall slide

orchid zinc
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I put an arrow on the spectator to see if it was getting rotated, but no dice. I will check what you suggested

atomic salmon
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@languid lion Hi welcome! Share your problems, one at the time, will try to help

languid lion
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The first problem I have is that I need to be facing the wall for the wall jump to happen based on how I have it implemented right now (line-trace to detect walls). I tried using a sphere trace but I can't get it to work

atomic salmon
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@languid lion why isn't your player facing the wall?

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Trying to picture it in my head. Maybe a screenshot will help.

orchid zinc
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does this give you any more ideas?
I'm printing spec's mvmt component's input vector on tick. Y=-1 with move stick moving left. After moving the right stick slightly, the same left stick left direction now prints:

languid lion
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The player rotates immediately based on which direction they're trying to move in

atomic salmon
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@orchid zinc ok then we need to check which code is linked to the right stick because that one may be causing the issue

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it is unlikley that one input directly affects another input, so it must be what comes after them

orchid zinc
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OK So you don't think there is any default behavior for the spec pawn movement component that could do that?

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I will check the auto possess controller more

atomic salmon
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@orchid zinc the pawn movement component is very basic

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the character movement component has many more options

dawn moon
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@maiden wadi Found the solution for character movement relative to cam rotation

atomic salmon
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@languid lion but it should be possible to rotate the player toward the wall, or that doesn't work?

languid lion
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It is, but it required manual input and it leads to some frustrating gameplay situations

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because sometimes you might be pushing in the opposite direction before you come into contact with the wall to push further away as soon as possible for more air control and cover a greater distance

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I can maybe post it somewhere

atomic salmon
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@languid lion in principle you can pull back from the wall, then turn to face the wall and at that point jump over it

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but you see after a different logic

languid lion
atomic salmon
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@languid lion ok now it makes more sense

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so you need to bounce in between these vertical walls?

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one option you have is to line trace in both directions and if you are closer to one wall than the other your player should turn to face that wall

languid lion
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so you need to bounce in between these vertical walls?
Yes, while I do rotate the character on each jump, and it works fine as long as the player doesn't manually input a direction, the moment they try to have more air control, the jumping starts to feel awkward

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and unintuitive

atomic salmon
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@languid lion well first you have to figure out how you want your player to go through that situation and control the character

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if you need to switch control logic or what

languid lion
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This is how I have the wall detection set up right now

atomic salmon
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@languid lion that seems to be fine, but I believe you first need to solve your interaction design issue. What does the player need to do to climb through these walls? Time the control? Keep pushing up?

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Game dynamics are leading in this case.

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The technical solution comes after you have figured that out.

languid lion
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The player needs to be able to push directional input towards any side

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and be facing whichever way when wall-jumping as long as they are within a certain range from the wall

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I think I can get an example from Celeste to explain this

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one sec

atomic salmon
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@languid lion ok you need to time it a bit. So when the character is close enough to a wall and facing that wall, if the player gives an input in the opposite direction, you will turn the character away from the wall and push away from it

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if the input comes too early, when the distance from the wall is too high, there is no push from the wall and the character loses speed and falls

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something along these lines I guess

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or if the character is flying toward the wall and the player gives the input toward that wall, the character just smashes into it

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I can see this working as playing logic

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the alternative is to use a separate jump button or something similar, so you need both to face the right direction and use the jump button to propel yourself off the wall

orchid zinc
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OK here you can see the auto-possess player controller is not really doing anything with the axis inputs for the spec pawn

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I don't see anywhere else that the inputs are interacting with code

languid lion
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Oh the jump input is there and it needs to be pressed

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it's just I don't wanna force the player to look towards the wall

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I think I'm either doing a bad job of explaining it or of understanding your point right now

orchid zinc
atomic salmon
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@orchid zinc are you transforming the input in any way? Projecting it along a direction or similar?

jaunty dome
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Totally noob question:
I have an event dispatcher in Blueprint A
How do I "catch" it or bind it to an event in Blueprint B

atomic salmon
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@languid lion even if it the player doesn't look toward the wall, you can calculate the distance from the wall when the jump button is pressed. If the distance is small enough ( < min_distance ) then you propel the character away from the wall.

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So regardless of where the character is facing.

orchid zinc
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How would I be transforming the input? I don't even see where the input is feeding into the spec pawn movement, it's just auto-possess with the player controller which I use for the living character.

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Here is the only place it uses the right stick input on the controller

atomic salmon
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But for that you have to trace in both directions because you don't know in principle which direction the character is facing when approaching the well. @languid lion

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Unless you trace only in the direction of the character velocity.

orchid zinc
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Here is where the player character (which is dead) uses the movement input. The player controller doesn't even touch that

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My best guess is that this seems to be some default auto possess behavior for spectator pawn class?

maiden wadi
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@dawn moon Noice, simple and elegant.

atomic salmon
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But I doubt

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You need to either place some breakpoints or many Print Strings to try to understand what is going on.

orchid zinc
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the spectator is showing yes for is player controlled

atomic salmon
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So it is possessed by the Player

orchid zinc
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Yes it has auto-possess player 0 set

atomic salmon
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that explains it yes

orchid zinc
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But I don't have any code that would be causing this behavior I dont think?

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So is this some kind of default gamepad stick behavior?

atomic salmon
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@orchid zinc is this meant to be a two-players game?

orchid zinc
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No just single player

atomic salmon
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unless you are in joystick emulation

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but I doubt that

orchid zinc
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nope

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I didn't make any code to move the spec it just always worked with auto-possess

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but with this glitch

atomic salmon
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@orchid zinc ok so let's check the whole logic once more

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you have your inputs set for thumbstick left and thumbstick right

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they are supposed to control two different functions

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one for moving (I guess left) and the other one for something else (right)

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but somehow you have a cross-effect

orchid zinc
atomic salmon
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this seems right

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but then they seem to interfere in game

orchid zinc
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i just want to ignore right stick input except that player can use it to select in world with a modifier key held so I need it conditionally

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but that condition is false so right stick input should be ignored for spec

atomic salmon
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and you are sure you didn't accidentally mix up the input events or axis in your BP?

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like mixing MoveForward with FireRight by mistake?

orchid zinc
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moveforward doesn't even appear in the controller just the dead player object

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not the spectator

atomic salmon
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do you use a custom player controller?

orchid zinc
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yes but in it there is nothing that is using either axis

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all the conditions are false for the events/pure func checks

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worst case scenario is the axis is getting got before false condition

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see all not used for spec

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those are only occurences in custom controller

atomic salmon
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@orchid zinc it is possible that the default player controller is applied instead of your custom one?

orchid zinc
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set to auto possess and no code otherwise in spec pawn

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but it works without me doing custom movement for it so that is concerning

atomic salmon
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MyPlayerController is applied as AI controller, but you are possessing it from the Player 0

orchid zinc
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interesting

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is there a better way to do that?

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it's just default I don't see a player-possess

atomic salmon
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the player controller should be the one indicated in your game mode

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if not it is the default one probably

orchid zinc
atomic salmon
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@orchid zinc ok let me check the docs, you said you are trying to possess a Spectator Pawn

orchid zinc
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yeah its just auto possess mostly everything default

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seems like a slight conflict

atomic salmon
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@orchid zinc I don't think you are supposed to auto possess a Spectator Pawn

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Your Player Controller should switch to it when you set the player in spectator mode

orchid zinc
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ok I will try to possess manually

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I guess failing that I can always use a regular actor

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probably would be ok that way

orchid zinc
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and thanks for your time btw

atomic salmon
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@orchid zinc np

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I think you can pull it off using a tweaked regular pawn and possess it when needed

plucky crescent
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Quick question: If I have a blueprint array with some actors and they are destroyed, do invalid actors refs remain in the array or are they auto-removed from it?

atomic salmon
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@plucky crescent they will still be in the array

plucky crescent
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Great! Thankyou for the info

midnight hollow
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Hi everyone! I am just learning blueprints and proposed myself what I thought would be a simple exercise, but I am hitting a wall and I don't know how to get around it. What I am trying to do is basically make a cube change it's color depending on the color of 4 cubes, that change color when hit. What I have already done is create a blueprint that changes its material when hit and stores the state in a boolean variable (because there are only 2 colors possible), and I got that working properly, but now I don't know how to make the other cube read the variable for the different instances of the object. What I'd want to achieve is a simple boolean lock, so that the "main" cube changes its color depending on the combination of the other cubes, if that makes any sense.
I'm sorry for the brick, I hope the explanation is clear enough

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I tried google but I don't really know what to look for

undone saffron
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Hey, i have a text in my game instance which is always empty even though i fill it with info. I am trying to access that text through my widget!

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Any ideas?

maiden wadi
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@midnight hollow Sorry for the dumb questions, but just trying to follow. You have five cubes total. One specific cube is supposed to change it's color once the other four are changed?

midnight hollow
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@maiden wadi Exactly

maiden wadi
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Probably just have two classes. Maybe child classes depending on the amount of similarities, like if they all share the same mesh and such. But make one the checking cube and the other four that are the second class are just there for functionality, they just switch their bool and then call a function in the first class whenever their bool is changed. The function in the first class iterates through all four of the other actors to see if all of their bools are True(Or falese depending on your case). If all are the true/false you want, play your function that changes the first cube's color or whatever.

atomic salmon
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@undone saffron is your Game Instance setup inside Project Settings --> Maps and Modes ?

undone saffron
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Yes it is!

atomic salmon
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@undone saffron Then you should be able to access it with Get Game Instance + Cast to your Game Instance class

undone saffron
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that's what i do but it always returns empty

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even though in the game instance it has a value!

atomic salmon
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so when you do Get Game Instance do you get a valid object?

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And is the Cast successful?

undone saffron
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yes!

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I thought the same but it printed true meaning that the cast was successful

atomic salmon
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And the value you are trying to retrieve is inside a variable in your Game Instance?

undone saffron
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yes!

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a text array from which i get the first value(0)

maiden wadi
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It's worth the question, are you doing this in a construction script?

undone saffron
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nope!

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I do before i create a session!

atomic salmon
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I don't see why it shouldn't work

maiden wadi
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Can we see what you have?

undone saffron
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yes give me a sec to make a few screenshots

maiden wadi
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I want to say put print nodes in the launchLobby event to test the ServerNames array length after something is added, Test the string being added and test before the launch lobby event is called. Maybe even switch the cast to a non pure just to be sure it's casting correctly. Other than that, not sure.

undone saffron
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well, everything prints as it should besides the part where i access that text

maiden wadi
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@undone saffron And that's at the loop where you're creating the widgets?

undone saffron
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yes!

midnight hollow
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@maiden wadi Is this how you would read the variable from the other 4 cubes? I have basically no idea of what I'm doing, and I haven't found a way of getting the actors from the main cube blueprint.

jolly anchor
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Hi, I'm a bit confused about AIMoveTo: does it apply ACCELERATION like player controller does?

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here I'm detecting it's accleration, and while I'm doing it to a player controlled one, it works.

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but as long as this guys is driven by AI, it always has 0 acceleration

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Is it by design? Any ideas? Should I work around it?

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Due to 0 acceleration, my paragon characters always decide to quit run animation, so it just slides to the destination

rough wing
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Hey

jolly anchor
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How can I set material for the parent of a component?
@rough wing

maiden wadi
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@midnight hollow Got bored, decided to make instead of type. But was considering something more like this. Terrible and rushed, but it helps make my point better than talking, basically the point is that you can put as many of the changingcubes in the level as you want, it gives you design flexibility instead of having to go back into the code to change the number of required cubes and such. This will always work if every cube in the level is turned green regardless of number.

severe rune
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Is there any way with blueprints (using level streaming) to show a loading UI widget as the first thing that happens, hooking it into the level blueprint or anything else still shows a second of delay before the loading screen widget appears

unique hollow
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I fixed my issue

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bruh

keen seal
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I can't remember the name for this node
I could get any number of outputs I wanted when pressing the plus button,
then it would select a random one from that list.
It's yellow and not an array.
Any ideas?

maiden wadi
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What were the inputs, what was it selecting randomly?

keen seal
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The input was a number I think
It would select anything that you'd drag out

maiden wadi
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Initially that sounds like a Select node.

keen seal
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Hmm

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Kinda

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But you can't add outputs to it

maiden wadi
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Oh, misread the first one as inputs.

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Switch on Int?

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@keen seal

keen seal
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YES!

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thank you lmao

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Been sitting here for 20 minutes googling UE4 yellow nodes

maiden wadi
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Haha. I literally googled "Yellow Random Ue4 Node". Felt like an idiot when I saw the second picture and realized I should have known that.

keen seal
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Didn't think of googling that one lol

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Occam's razor I guess

undone saffron
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@maiden wadi I guess you don't know the solution to my problem, do you?

trim matrix
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I have a game instance holding an array of structs. When I try to access it from outside, the order of the array changes. What may be causing that?

maiden wadi
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I was just trying a test of my own. I can't get the same results. My GameInstance gives me the results fine no matter where or when I change it's text variable.

undone saffron
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did i mention that my variable is marked as replicated?

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but the weird thing about this is that if i give a default value to the text var, and print it after i have changed it with my launch lobby function, it prints the default value i inputted

maiden wadi
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So it's just not being updated correctly?

undone saffron
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yes!

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but you can clearly see that a new value is assigned to it!

maiden wadi
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@undone saffron Just curious, when you print length, is that coming out correct, but there's just no text in the entry?

undone saffron
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I actually didn't try that

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and now i am away from my pc

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will try that the moment i get on my pc and report back

trim matrix
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I'm having issues trying to display a text variable in my widget.

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I have a weapon_parent blueprint with child actor weapons.

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The child actors have text variables named WeaponName in all of them.

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However, I don't know how to get them to show in the widget.

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The only thing I have so far is a function bound to text in the widget.

left carbon
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Guys, I'm trying to control a pawn without possessing into it. But controls do not work inside. I do make EnableInput, however.

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What may be the problem?

left carbon
dreamy ice
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Would you use an array or a set for an inventory or what are the advantages/disadvantages of both.

maiden wadi
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Depends on the inventory in question.

dreamy ice
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@maiden wadi The inventory is made to be reorderable and infinitely expandable. It stores a class reference of the item and a few other details using a struct. I want players to be able to combine stacks, split stacks, move stacks, transfer items between player and remote inventories. Crafting also.

severe rune
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@trim matrix How is the relationship between the widget and the weapon_parent? Ideally you want to have a reference to the weapon_parent on the widget, and then either do a 'get child actors', iterate over those and cast to their blueprint to get the WeaponName variable

dreamy ice
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Currently I have it made in arrays, but noticed that there are sets and was wondering what the best solution would be.

severe rune
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@dreamy ice I've gone through multiple iterations of an inventory system, Sets disadvantages are a lack of an inplace update operation. Ideally a hashmap would be an optimal solution, but that isn't easy if you're dealing with networking and trying to do it only in blueprints. Array's are what we've settled on, much easier to sort and page if you need to split it up for whatever reason.

true yew
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Sets are good when you just need a sort of bucket you can toss things into, and check whether or not things are in it. Order is not guaranteed and you can't throw the same thing in it twice.

undone saffron
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@maiden wadi When you said you weren't getting my result, did you do like i do? Setting the text from the text changed event of a textbox?

low lotus
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If you add a variable to a parent blueprint, how do u make the child variables also make the variable?

undone saffron
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if you make a child of the parent the variables are there, they are just not visible

severe rune
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You can change those variables or see them by pressing the 'eye' icon in the blueprint 'My Blueprint' and checking 'show inherited variables' or by clicking class defaults

trim matrix
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@severe rune This is how it looks so far. I'm not completely sure how I should go on from here.

severe rune
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drag a pin out from child actor and type 'get child actor'

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That's going to be the object instance of the child actor you added to your character, if you then cast that to your weapon_parent blueprint, you should then be able to access the WeaponName variable through that (if it's set up as a parent/child inherited blueprint)

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Not quite the same, but was what I had to hand 🙂 It should look something like that

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Where Weapon Type is your WeaponName variable

covert crane
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Hey folks, is there a way to programmatically create a dynamic delegate? I know this might be a CPP question by my intent is to register a callback for a particular value change in a plugin. Basically, a user calls a BP method that provides a string then gets out an event that will be called when the appropriate callback occurs. is that a possibility?

odd ember
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@covert crane yes, ask in #cpp or google it

jolly anchor
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Hi, I'm a bit confused about AIMoveTo: does it apply ACCELERATION like player controller does?

here I'm detecting it's accleration, and while I'm doing it to a player controlled one, it works.
but as long as this guys is driven by AI, it always has 0 acceleration
Is it by design? Any ideas? Should I work around it?
Due to 0 acceleration, my paragon characters always decide to quit run animation, so it just slides to the destination

#

here the blueprint reads acceleration, when it's controlled by ai controller, it's always 0 acc

#

any ideas?

mild ore
#

you can maybe try using velocity instead, and get lengthxy so it wont shaking the legs while falling/jumping on z axis.

fathom spindle
#

Hi guys, I've got two hands streaming tracking data floats and bools for if they are visible. Need to take value for left if left is visible, right if right is and average if both are. Could anyone enlighten me on what combination of boolean/flow control nodes do this?

atomic salmon
#

@fathom spindle you can use the fact that bools can be converted to floats

#

output = ( leftvisible * leftvalue + rightvisible * rightvalue) / (leftvisible+rightvisible)

#

obviously this works if and only if you always have at least one of the two visible, otherwise you get a divide by zero

#

you can solve it by stating if (leftvisible OR rightvisible) == 0 then output = 0 else [the code above]

#

You can use a single Select for that

fathom spindle
#

does that do the same is or float maths safer?

maiden wadi
#

Could something like that work?

fathom spindle
#

ohh thats much more elegant @maiden wadi

#

definitely my branches are not good then

atomic salmon
#

With one select node only

#

This can go as submission to the Obfuscated BP context 😉

maiden wadi
#

I never even thought to convert bools to 1-0 for multiplication checks. Blueprints are ruining me.

atomic salmon
#

@maiden wadi let's talk about converting enums to floats 😉

#

I have seen this hack used in the standard VR template

maiden wadi
#

Haha.

#

Actually, while I'm here. Does anyone happen to know any other places besides gameusersettings and t.maxfps where the PIE could be framerate locked?

#

If I run a Standalone, I get what I'd expect, FPS caps at 120, but for some reason in PIE, I have this weird issue where it'll cap at exactly 30, 40, or 55. I can't t.maxfps over that limit, but I can do it under, profiler says I should be getting more so it's not a bottleneck. It's just a random framerate cap and I cannot find a single setting anywhere that would explain it.

subtle jolt
#

do you know if it has anything to do with focus or what monitor youre using? i know the pie is locked when the window isnt focused

#

also, if anyone knows anything about replication, I have a montage that works but doesnt replicate on client side

fathom spindle
#

yeah thats great

viscid skiff
#

Can anyone take a look at my blueprints and explain why if I hit another player, then hit any other actor, that first player still gets damaged

maiden wadi
#

@viscid skiff What are those two functions? The Headshot and Normal damage. That's where your reference to apply damage is coming from.

viscid skiff
#

@maiden wadi

#

Exact same thing in normal damage, just the amount of damage to apply changed

maiden wadi
#

Does it damage the player if it's ANY other actor, like a door or wall, or do you have to shoot a second PlayerCharacter?

viscid skiff
#

second player character

#

however, after I shoot another player once, shooting any other actor continues damaging the player

maiden wadi
#

That's what I was asking, if shooting any other actor meant like doors or walls and such.

#

I'm at a loss. Because you're not saving references anywhere.

#

I'm curious what happens if you put a print between the damage function and the apply damage node and print out the damaged actor display name. Does it return the first character hit, or the wall?

viscid skiff
#

I'll do that then

#

Returns the wall but still damages the player

maiden wadi
#

That makes a lot of no sense. O.o

viscid skiff
#

hmm

#

oh.. I might've just fixed it

#

I took the hit actor from the hit result and plugged that into apply damage

#

Yeah that fixed it.. Seems like casting to the player character in the function screwed something up? I don't know

maiden wadi
#

Trying a test of that myself really quick, curious.

subtle jolt
#

does anyone know how to fix replication stuff? i have one of my animations set up just like other ones but it still wont replicate

maiden wadi
#

@viscid skiff Well that's interesting. I did the same thing, it seems like the cast node saves the reference for you and because it cannot update it because the cast fails, it just returns the reference it already had.

#

Note for future self I suppose.

#

@viscid skiff It's also worth noting that this only happens inside of a Function, it doesn't have the same effect if you have that cast in the event graph.

#

So I guess the function node is what saves the reference.

viscid skiff
#

That is interesting.

maiden wadi
#

I was going to say, by the way, if you wanted to simplify your setup, you could use a select float for the damage input into the apply damage node. It would save you needing two function, or any functions, and only one apply damage node.

viscid skiff
#

Okay, I'll try and figure that out..

maiden wadi
untold fossil
#

Not sure where I should ask this question, couldn't find any more fitting channel to post it then here. I'm trying to rotate a flag with a wind vector. Now, you probably thing, dude that's easy, just set the rotation oft he flag to the rotation of the wind vector? Well yes, but there's a complication 😄 The flag I want to rotate with the wind is mounted on a pole of a ship, and you guessed it... the pole of the ship wobbles with the waves, so meaning that the pole is rarely completely upright under a 90 degree angle, instead it is mostly skewed. Problem is when I rotate the flag with the wind, the flag is of course always upright, meaning the end no longer line up with the flagpole.
Here's an example of what I mean: https://i.gyazo.com/d4ec2f542bf62eb0247eec8305acf82a.png
My guess is there needs to be some matrix / math stuff in order to fix this. But I have no clue where to begin 🤔

trim matrix
#

is there a node in the bp system for the entire game audio if i want to make an audio slider?

maiden wadi
#

@untold fossil Can you rotate the flag's X/Y with the pole, and the Z with the wind?

untold fossil
#

I've tried that, but it still doesn't line up, although the overal result is better, it's still not perfect

#

what I think needs to happen is I somehow need to transform the wind's yaw rotation into a relative rotation I can then use in a set relative rotation on the flag, basically that I only change the flag's relative yaw

#

but the question is how to turn a world yaw into a relative yaw. I should probably use the pole's world rotation as a starting point? Maybe like see what the difference in yaw is between the pole and the wind and then apply that difference to the yaw of the wind and use that as relative yaw for the flag?

maiden wadi
#

Your flag and pole, are they the same actor with separate components, or are they two separate actors?

untold fossil
#

Ok I think i found it, it was actually quite simple.. All I did was get the delta between the pole and the wind, get the resulting yaw, inverse it with a *-1 and apply that as the flag's relative yaw and it works perfectly now 🙂

#

so basically it checks the difference angle between the yaw of the wind and the yaw of the pole, and then the reverse angle is applied on the flag's yaw in relative space, so this way the roll and pitch of the flag never change (no gimbal issues)

atomic salmon
#

@untold fossil or you can use a cloth which automatically follows the wind direction and even bends with it...

subtle jolt
#

how do I blend both montages? i ust get one depending on how i connect the nodes

untold fossil
#

@atomic salmon Yeah but it's a bit overkill for our game 😛

atomic salmon
#

@untold fossil was trying to push the boundaries... 😉

untold fossil
#

well who knows maybe later 😄

atomic salmon
#

@untold fossil or a single bone skeletal mesh so it can also bend up/down

#

you could also combine wind with gravity. Pretty cool.

#

Sailor speaking, so flag on a boat ship gets me excited! 😉

tawny tinsel
#

so im trying to package my game for linux

#

and im stuck at sandbox cleanup

#

somebody help

maiden wadi
rugged carbon
#

When I'm creating a custom GameState, and want to send updated information to it, is it better to cast and access it that way or send the information through an interface?

summer zephyr
#

If i have string "Apple_C" how i can remove this _C because i would search in data table by Name.

#

i do something like this

#

but what is the best metod

rugged carbon
#

@summer zephyr I believe the node "Left Chop" might be better. Set the count to 2 and it should remove the last two characters

surreal peak
#

Keep in mind that the displaynames are not meant for using in game logic. That's mainly debugging

uneven swan
#

Can someone help me, how make a moba?

tawny tinsel
#

thats very hard you need charcaters turrets as enemies items etc too much work

#

@uneven swan

#

but you code one feature by one

undone saffron
#

Does anyone know why get player name of the playerstate won't work? It always returns empty

rugged carbon
#

@undone saffron Where are you setting the player name, might be it does not get registered?

subtle jolt
#

this isnt replicating on server side, but I feel like it should be. did I do something wrong? im new to ue4

golden kite
#

is there any way limit the rotation speed? or the speed of X and Y values changing in a vector

rugged carbon
#

@subtle jolt Try changing the "TellClient" events to multicast? Also don't think you need the "switch has authority" when the custom event is set to only run on the server.

#

@golden kite Depends a little on the context the values are changing. If you are adding a delta to them you could for example clamp it or scale it down by a float. You could also explore the "interpto" nodes

subtle jolt
#

I did that, but it still wont replicate. I thought that as well and I changed it after watching a tutorial, I'm just trying to get anything to work. it looks like this now @rugged carbon

golden kite
#

oooh boy I REALLY will love the "interpto" nodes

rugged carbon
#

@subtle jolt I'll admit I'm not that well versed in multiplayer & replication, but you could try and put in some print strings at different points to see where the process stalls

golden kite
#

the context on how the values are changing is using impulse to rotate the pawn, or vehicle, because Im loading in multiple custom placed wheels etc that will effect the acceleration and steering

uneven swan
#

Someone know a tutorial by MOBA?

subtle jolt
#

@rugged carbon I found the problem, its in the function that changes the montage based on movement input and the client chooses a montage but the server doesnt know. is there any way to replicate a function (one of the blue ones?)

#

this is the functio

rugged carbon
#

A little hard to see the variable names, but that float variable that is replicated is it set by the client?

#

Someone who knows more than me might correct me, but replicated variables are only replicated if they are set on the server. At least from experience that feels like it is the case

subtle jolt
#

the directionx and direction y (the floats) are replicated if thats what youre asking

rugged carbon
#

Yes, but is it the client that sets them?

subtle jolt
#

I think so

#

how would I have the server get them>

rugged carbon
#

You can't get values of a client on the server, but the client may send a message to the server that they want a value to change. This isn't an example of best practice, but it illustrates the point. On the left the client sets the float directly, but the server never finds out. On the right the client sends a request to the server, and ther server itself changes it. The value is then the same for both server and client

#

The general rule is: If a value determines gameplay, it should be handled by the server

#

In your case, when the player dodges are they standing still or moving?
If they are moving the server could maybe read the velocity of the character as that should be properly replicated out of the box i think

subtle jolt
#

ok so thank you so much I finally got the animation to replicate

#

but now the client is incredibly laggy

#

only the movement

rugged carbon
#

That indicates that while the server properly executes the code it does not run on the client. The server is forcefully updating the client to match the server location

undone saffron
#

@rugged carbon It's from the player state, i do not set anything

rugged carbon
#

If you haven't set the name, it won't return any name i think. In the game mode you can call Change Name to change the name of a controler

#

GameModes also have the option to set a default player name, but I have not been able to get that to function

untold fossil
#

Silly question.. I've seen people do pure casts, how do you do that? 😮

rugged carbon
#

@untold fossil Right click, it is towards the bottom of the context menu

untold fossil
#

Oh God, thanks xD

#

man that's very well hidden

#

Would have never found that myself lol

rugged carbon
#

Get nodes can also be converted to validated get from the context menu which I found incredibly useful 🙂

undone saffron
#

@rugged carbon The player state holds the player name based on the machine. So it always holds a name but how can i set it myself? It's a get variable only

rugged carbon
#

The gamemode can set it, the node is called "Change Name"

subtle jolt
#

Im trying to set both the client and the server movement the same, but I cant find a way to get the movement smooth and not extremely jittery or stopping characters from moving, how are you supposed to replicate movement?

frank jetty
#

Guys, noobie question: How do I apply changes made to an instance of a BP to the BP itself?

rugged carbon
#

However, sending these updates so frequently might consume bandwidth, but how much is beyond my knowledge

atomic salmon
#

@frank jetty as far as I know that is not possible. Each instance can override the default settings of the class it belongs to, but you cannot "copy" those overrides back to the class to make them defaults.

unique hollow
#

Alright so I'm thinking about comparing two object positions to a value

#

To create a range between said objects

#

so the two values are compared and if for example the object is <=500 trigger something

#

I'm trying to think up something but no idea

atomic salmon
#

@unique hollow not 100% sure I understand what you are after but the distance between two actors is the length of the difference vector between the respective world locations.

unique hollow
#

Let me explain then

atomic salmon
#

In pseudo code: Distance_A_from_B = Length(WorldLocation _A - WorldLocation_B)

unique hollow
#

Basically yeah I want so that if I'm close enough to a certain object it activates

maiden wadi
#

I think you're looking for Event Tick.

unique hollow
#

and if I'm outside that range do something else

#

Why Event Tick?

atomic salmon
#

You can also do it with overlaps

unique hollow
#

the function gets called already via Event Receive AI Tick

maiden wadi
#

I think we're having trouble understanding what you're after, because it sounds like you just want a branch. If 2 object's distance <= then do this, if false, do something else

unique hollow
#

here

#

I drew it out

zenith kindle
#

finish success finish fail for the node then ?

#

just make this a decorator or a service

atomic salmon
#

@unique hollow you have two ways: either continuously calculate the distance between the two objects (formula above) and when it is <= 5000 (cm) do whatever you need to do or set an overlap sphere with radius 5000 (cm) around Object 2 and use the Begin / End Overlap events, checking for Object 1, to do/stop doing whatever you need to do.

maiden wadi
unique hollow
#

Ah I see

#

Yup

#

seems to work

#

Thanks!

nocturne ledge
#

Trying to set a Boolean if the player gets spotted but I'm getting infinity loop warning,

But i cant figure out what to do to fix this logic

pulsar moss
#

Anyone good with blueprint debugging? I'm having trouble stepping into a function. For some reason, upon calling a function where I have a break point, UE4 simply won't step into that function when I press "Step Into"

#

it will skip to the next node

dreamy ice
#

I would assume the best way to handle armor and hotbar slots is to have a variable for each one instead an array list similar to how my inventory works. This variable stores a object reference spawned from a class reference stored inside of the inventory array when added to the variable? Just want to see if I'm doing this in an adequate way.

atomic salmon
#

@nocturne ledge you need to connect the new call after AI Move To to the On Success output

nocturne ledge
#

ah

#

ty

#

sometimes its the simple things you miss

atomic salmon
#

otherwise it is calling itself over and over on each Tick

nocturne ledge
#

now just need to reset the boolean when not spotted

atomic salmon
#

@pulsar moss if that is a function you made it is strange

unborn turret
#

I have a progress bar that i m displaying on my HUD. The issue is that it increments 0.1, 0.2, 0.3, etc. I want it to look smooth so actually progress from 0.0 smoothly to 0.1 instead of just jumping to it. I tried doing this.... but my target changes every 1 sec due a timer event so thats why it always jumps

atomic salmon
#

@unborn turret you want your interpolation speed to be small

unborn turret
#

like 1?

atomic salmon
#

Try it, but the higher it is the faster it gets to the Target value

unborn turret
#

it is a bit smoother but it seems a little hacky... towards the end it just jump from 0.8 to 1

atomic salmon
#

@unborn turret is the bar updated on tick or on your timer?

subtle jolt
#

@rugged carbon thanks for helping me out earlier, everything works pretty smoothly now and I think I understand basic networking a little better. I wouldnt need to eventtick > print if I were to just use the 'use when needed' function right?

unborn turret
#

its updated on tick

#

the target is updated on a 1 sec timer event

atomic salmon
#

@unborn turret so the frequency at which the target is updating is your lowest denominator

#

Try to go even lower with the Interp Speed

rugged carbon
#

@subtle jolt You wouldn't need the print in any case as that was just to debug the value of the floats. The use when needed would help reduce how often the client sends information to the server. It's an optimization thing primarily.

pulsar moss
#

@atomic salmon yeah a function I made

#

what's worse, I am breakpointing somewhere, and printing, the code is supposed to trigger 3x. In play, it would break point once and print 3 times

#

feel like I'm losing my mind, is ue4 blueprinting just buggy? or am I doing something wrong?

#

this is a networked game mind you

severe rune
#

@pulsar moss is it a replicated (run on server / client) function you're trying to step into?

pulsar moss
#

it's server only function

#

well, it's just a function, not an event, it's supposed to run only server-side

#

and I am testing with 1 player dedicated server

atomic salmon
#

@pulsar moss does it work if you uncheck run dedicated server?

#

or is the problem with the dedicated server? Anyway it may be better to move this discussion to #multiplayer, you may get more specific help there.

pulsar moss
#

hm, it doesn't work, so it's not network-specific

#

I just can't step into the function, the stepper takes me somewhere unrelated

atomic salmon
#

@pulsar moss if you put a Print String into that function do you see it in the log?

pulsar moss
#

yes, it does print

solemn bloom
#

why is mouse input floats stays at zero in my character blueprint ???

#

i followed all the forums instructions but idk , not working 😦

#

it works on my actor bp

atomic salmon
#

@pulsar moss do you have anything selected as debug target?

pulsar moss
#

yeah that was the problem here

#

so the debug target doesn't transfer, or I don't really understand it

#

thanks @atomic salmon

atomic salmon
#

@solemn bloom input is directed to the actor you are possessing, so are you possessing your character?

#

Or it least is it set to receive input? That is the first thing to check.

rocky crypt
atomic salmon
#

@rocky crypt Maybe because the Yaw is 0? To check that have a Print String directly on the Relative Rotation of the Camera Boom.

solemn bloom
#

yeah that's set in another blueprint

#

i'm able to move forward and left/right

#

just not able to get the mouse inputs

#

neither the click event is fired uhmmm

atomic salmon
#

@solemn bloom are you using input events or what?

solemn bloom
#

YEAH

#

sorry didnt mean the uppercase

atomic salmon
#

@solemn bloom can you show the relevant portion of your code?

rocky crypt
#

@atomic salmon still 0 😦

solemn bloom
#

first set the input from my axis mappings, (thats correct cus in annother actor bp i was able to set rotationj of a camera correctly))

#

the second screenshot set possession of my character bp

#

i've set it up so it works in VR too

#

but rotation in vr is taken from the HD rotation, didnt have to set it up

rocky crypt
#

@atomic salmon Nevermind, figured it out, apparently getting rotation from camera boom got patched, so you have to get caemra rotation from get player camera rotation then break that rotator

maiden wadi
#

@rocky crypt Not sure what your issue is, but using your same setup, I can get relative rotations to print correctly.

solemn bloom
#

uhmmm

maiden wadi
#

@solemn bloom Have you put a print before the AddControllerYaw/Pitch and printed off the Axis value to see if they're firing and if it's above zero?

#

And also are you using mouse axis in your player controller anywhere?

solemn bloom
#

im using the same axis mappings to drive some other camera rotations

#

and yes i was able to see that the event was firing

#

it was just the float value that always stays at 0

#

i also tried to see with an 'event on clicked' and it wasnt picking that up either

maiden wadi
#

What happens if you try to print Mouse Y or X from your pawn?

#

@solemn bloom You need to go into your Controller, click on the Axis event and in the details panel in the right, uncheck "Consume Input", do the same in the pawn. Then the same Axis event can be used for both.

solemn bloom
#

zero

#

ok let me try 🙂

#

sorry you mean inside my character blueprint ?

#

i only have that one

dreamy ice
#

In my hotbar would it be better to have a variable for each slot or an array of 9 items that's full of a filler invisible item when not in use?

solemn bloom
#

ah mannnn

#

it works !!!!

#

finally ahahaha

#

thank you so much man ! @maiden wadi big up

maiden wadi
#

@dreamy ice Sounds like a design decision based on scope. I'd probably go with arrays though, just because if you plan on making anything like multiple bars that can be scrolled through or something, it's much easier to iterate though and handle, otherwise you're dealing with nine loose variables. But if you're just making one bar, and it's easier for you, do what makes it easier on you.

dreamy ice
#

I was more worried that one or the other would be inefficient then I was worried about expandability.

trim matrix
#

any1 familiar with procedural world generation?

dreamy ice
#

I'll probably stick with my array. Thanks!

solemn bloom
#

now onto packing

#

getting this error.... anyone familiar with ? Error executing C:\Program Files\Epic Games\UE_4.24\Engine\Build\Windows\cl-filter\cl-filter.exe (tool returned code: 2)

#

jesus, debugging never stops

#

maybe could it be because i renamed the project ?

maiden wadi
#

LOLOL I love that line.

jesus, debugging never stops
@solemn bloom
That needs picture framed and put in every programming classroom. XD

solemn bloom
#

fuck my life

#

AHAHAHAHAH

#

but yeah, it's because i renamed the project... i resumed back to its original name and voilaaaa

maiden wadi
#

What were the two names? Because a post I was reading said that it was related to naming conventions.

atomic salmon
#

@maiden wadi kudos for being able to spot even the most unbelievable "bugs" 😉

maiden wadi
#

I like puzzles.

atomic salmon
#

I can tell.

#

👍

mystic coral
#

Hey guys, I'm trying to rotate something for a specific reason.
Using FRotators, this works but a gimbal lock (or extremely weird rotations) happen: (rot1 - rot2 + rot3), however if I do this on only the Yaw axis it works.
But now I need to do it on all the axis, so I'm wondering what the equivalent of this equation would be in FQuats, I tried (quat1 - quat2 + quat3) but this also gives me very weird rotations, so I'm wondering if there's another way or if I'm using FQuats the wrong way

rough wing
#

Hi everybody

#

Im trying to figure out how to solve a problem

#

I have made a bubble actor

#

When 2 bubbles collide I want to destroy them and spawn a big bubble

#

but if i destroy the bubble (in the bubble blueprint) it could possibly spawn 2 big bubbles

#

since there is 2 bubbles spawning the big bubble

odd ember
#

generally stuff like this you will want to route through a manager

#

how do you spawn the first two bubbles?

rough wing
#

I have a spawner that spawns them over time

#

spawn actor

odd ember
#

so that spawner should control when new bubbles spawn

rough wing
#

Yes

odd ember
#

also when they get destroyed

rough wing
#

No

odd ember
#

well... yes

#

that's how you get it to work

rough wing
#

The spawner is just spawning them

#

after it spawns them, it has no use

odd ember
#

I understand

#

but you will need to have something that continuously monitors bubbles and can act and spawn/destroy bubbles since otherwise you have no control over your bubbles

rough wing
#

there might be more than 2 bubbles

odd ember
#

exactly why you need a manager to handle it

#

and your spawner seems like a good fit

rough wing
#

Ill try to do it thank you

odd ember
#

you probably want to use event dispatchers

#

or hmm

#

it's a good question actually because you might run into an issue with race conditions

zealous moth
#

is there a good way to work with an overlap event have it be continuous? I tried a while loop and it crashed

stuck hedge
#

If you trigger "on overlap" and then trigger "on end overlap", what's in between?

zealous moth
#

did a work around with a timer handle

#

works fine

#

I was hoping for an override such as "while overlap"

stuck hedge
#

You don't need it. Just use a bool. On overlap set bool true, on end overlap set it to false. As long as the bool is true, it's overlapping.

gusty willow
#

If I can choose between events and functions which are more optimised?

zealous moth
#

events can use timers, functions cannot

rose spire
#

Is there a way to auto save without an extension ?

trim matrix
#

there is async save game to slot

zealous moth
#

is async save game better than just regular save game?

trim matrix
#

from what I've read it is less prone to causing hitches

wintry grove
#

i made a "Marquee" Selection Box. only problem is it is not selecting the units. they would turn green underneath but they are not getting selected. any help would be appreciated

#

there is no data being pass through how to fix?

frail plaza
#

When using interfaces, what's the difference between Interface Call and Message?

trim matrix
#

I i have a question. So I have a pause menu, and when i pause my game i want my other UI on screen to delete itself until i resume the game. How can this be done?

#

I could just do remove from parent but i want it to resume the ui with the same duration it had from before the game was paused

subtle jolt
#

does anyone know how to replicate a launch character? ive looked on lots of threads and they all say Id have to modify charactermovement and that gonna be a yikes from me

nimble bloom
#

Have a bit of a doozy: Have an Actor with a UI component child, and it's in screen space. The UI has two buttons that need to trigger (currently on click displays a string).

#

Right now on click, doesn't seem to work. The main UI canvas in the scene is visible but no collide, so that shouldn't interfere with the on click

#

Not really sure why the screen space buttons on the spawned actor aren't working. We're really wanting to avoid using 3d objects and sticking to UI widgets

silent briar
#

Just as an experiment, try removing the main UI temporarily to see if it's interfering with your buttons

maiden wadi
#

@frail plaza Interface Call is just calling the function locally. It's designed to be used like any other function inside of a blueprint as far as I'm aware. As far as I know, you shouldn't get a listing to it without a reference to the correctly casted actor or without being inside of the actor's BP that has it. Message on the other hand is designed as a way to send a "Message" to a non casted actor telling it to play a specific event or function if it exists inside of that actor.

frail plaza
#

@maiden wadi Thanks for the reply and information 🙂

hallow osprey
#

I'm trying to figure out how to solve some issues I'm having with movement and animations for my player pawn (bird), specifically with 2 things, having it use the correct animation for flying and being able to move up and down/vertical, not just forward/back/left/right/horizontal when flying

When I enter flying mode it only moves horizontal directions and uses a walk animation instead of flying

https://www.youtube.com/watch?v=4L47m_5FPfM

My anim graph blueprints are probably a mess but I'm trying not to mess too much with them on my own and break the parts that actually work lol and I haven't been able to find any tutorials on flying mechanics that have been able to tell me how to fix my problem

delicate folio
#

does anyone by any chance know how i can have a teleport selection? e.g walking into a trigger box bringing up a UI allowing the player to choose where to teleport to they click their choice then teleport completes? i currently have a teleport function that allows you to teleport to and fro but that would only work for 2 teleporters at a time i want to add a 3rd to the mix and allow for choosing to teleport between the 3 rather than just back and forth between 2

#

this is what i've got currently to allow for the 2 at a time

sick sapphire
#

How do I make it so that sounds volumes get progressively quieter the further they are? It doesnt seem to be built in

wise raven
#

A simple line trace recognizes the physical material layers on my landscape, but my bullet projectile does not, my bullet projectile recognizes the physical materials on everything else except the landscape layers, any idea why?

solemn bloom
#

is there a way to set the keyboard 'esc' key to function as alt+f4 ?

#

so that when running a packed .exe i can close it ?

maiden wadi
#

@solemn bloom Just put a QuitGame node on your Escape key event.

rain crag
#

Hi all, kind of a random question -- I've had a player start working for my entire project but it has stopped working properly after I simply moved its position. It seems to work in some areas of my map but not others, any ideas?

quaint portal
#

hello, not sure if i should ask this here but how can i combine objects in a room to make them be checked by the cpu as one thing instead of about 70, sort of how terraria did with all them tiles.

maiden wadi
#

@rain crag Can't say for your specific case, but that's usually an issue with collision on spawn. Make sure it's high enough and such.

worn coyote
#

Is there a way to combine a CustomRotate and a Vector3 and connect them to the TextureSize of the WorldAlignedBlend in a way I can use both?

tight cobalt
#

Can anyone help me with this. I have a cave door that opens only when you collect 5 items and you stand in front of the cave (overlap). It works fine, it opens after picking all items but it just opens very fast- it teleports from point A to point B. How can I make it move slowly? I tried using "move component to" and "Vinterp to",,but i guess i am too noob to blueprints to make it work. Any help appreciated.

#

I want the door to go only up

maiden wadi
#

@tight cobalt You need to put your Vinterp>SetActorLocation behind a timeline or Tick.

#

The general idea is that you need to call SetActorLocation, which gets a new location from your VInterp, multiple times. Because each time, the location will change. You can either tie this to a Timeline, or put it OnTick behind a Branch or Gate.

tight cobalt
#

Can this be added in the actor/object blueprint? or have to be added to base blueprint?

maiden wadi
#

What you just posted is your check to make sure the player has enough of whatever for the cave door to open, right?

tight cobalt
#

Yes

#

I would basically want to move blueprint class actor from point A to point B over time if condition is true.

maiden wadi
#

Just a sec.

tight cobalt
#

Sure, thank you very much.

rain crag
#

@maiden wadi Appreciate it. I'm developing for VR so I want the player start on the floor, and it was working but I just moved it up a whee bit now like you mentioned and it's fine

tight cobalt
#

@maiden wadi I got it. Weird it didnt work jsut 30 min ago.

#

Aded move component to..

#

And it worked..weird..Must've been taht engine was bugged or smthing.

#

Thank you again.

maiden wadi
#

@tight cobalt Back, and nice! Was about to throw something together quick. Only thing I'd add is that if you ever make a blueprint where you use these more than once in a level, instead of inputting the location manually, just get actor location and add to it for the destination.

tight cobalt
#

Oh I see..

#

Thanks. Appreciated . I am very bad when it comes to blueprints, msotly doing modeling and level layout..but trying to learn.

latent junco
#

Hey, got a problem I'd like some input on: I'm looking top-down on a 3D plane with hills and valleys, where there's multiple actors scattered about with my pawn in the middle. When my user inputs a direction (WASD), I want to find the nearest actor in the direction that was input by the user. My approach would be to get the vector of the direction between each surrounding actor and my pawn, compare that to the input vector and pick the one that has the least amount of difference. That seems a bit cumbersome, so I was wondering if there's a better solution that I'm not seeing

maiden wadi
#

I don't know what you could do to really ease that. I mean getting the actors in a cone in front of the character, then returning the one with the least distance is probably your only bet.

odd ember
#

@zealous moth you're looking for a shape trace

latent junco
#

@maiden wadi hm, that's a good idea, and then I could rotate the cone left and right until I find something. Gonna give it a shot, thanks!

maiden wadi
#

@latent junco Depending on your amount of actors, you don't even need a cone, just put them all in an array with a SphereOverlapsActors, Trim down the original array by getting the look at rotation of each actor and if they're within -45 to 45 on Z or Yaw, they're within 90 degrees of the player's frontal facing. Then run that array through a distance check function and return the shortest distanced actor.

latent junco
#

Bam, that sounds like a smart solution, I'll see I can get that to work. Thanks for the help!

hallow osprey
#

I'm having a problem with setting up flying (as a bird) where I can only move horizontal (WASD) but I can't move up or down. Basically I want to be able to move whatever direction my camera is facing including vertical/up-down but the engine acts like I'm walking on an invisible plane. Which means I also need the engine to recognize my flying animation but instead it uses the walk animation when I enter flying mode. Can anyone help me with this? I've been trying to find a tutorial with a fix for weeks and been asking in here for a few days but I haven't been able to find anything

https://www.youtube.com/watch?v=4L47m_5FPfM

maiden wadi
hallow osprey
#

I'll check it out and see where it gets me, thanks ^^

maiden wadi
#

Not entirely sure if it'll work out since his setup seems more like a glider, now that I think about it.

hallow osprey
#

might not help but anything's worth a try I think

#

didn't think it'd be this hard just to set up some basic movement controls x.x

keen cosmos
undone imp
#

Is there a reason why timers don't have all proper functions exposed for objects in blueprint?
For example an actor can pause and clear a timer, as well as get time remaining.
Objects can't do any of those things.
Are those nodes simply not exposed for objects or is there a technical reason as to why they are not present?

junior thunder
#

Sanity check on what I am doing for menu management for turn based battle system
Custom HUD class contains all menus, stored in variables mostly
When it comes time to switch menus, first step is to go and remove from parent all current menus, then create the menu the user wants to display to if it doesn't exist + store in variable, then add variable to viewport
The thought being I don't have to keep track of the currently displayed menu if I just hide all the possible menus every time and then display the one they want to see

supple dome
#

@undone imp does your uobject override GetWorld()

undone imp
#

@supple dome I just tested it on a normal Object created in editor, from the base Object class, no custom code of any sort.

#

I though my code might be to blame, but its the same by default

supple dome
#

yeah i guess it needs to override GetWorld()

#

its fine otherwise

#

a UObject doesnt know which world it belongs to, so it cant work on timers, timers work on worlds

undone imp
#

@supple dome Right. so, if I override the getworld in code to for example ask the owner of the object for the world it will work?

supple dome
#

yea i guess

undone imp
#

will try that. thx

#

@supple dome Yep. It works.

gray dune
#

how could i rotate the player on the surface normal?

#

not rotating his feet to the surface normal

#

but so that the forward vector is same as the surface

#

like wall sliding

dreamy mulch
#

Hello all, I am wanting to place a widget at an actor location and have the object in screen space so that it is always pointed at the camera.

The problem I am having is that I can't interact with the widget and I am not seeing any documentation on interacting with widgets in screen space. Any help would be appreciated.

Thanks!

maiden wadi
#

@dreamy mulch There shouldn't be anything to it. Make a Widget component in the actor, set it's "Space" setting under "User Interface" to Screen, select the correct WidgetClass. Make sure the draw size is right to display it correctly, and click away.

dreamy mulch
#

@maiden wadi Thanks for the quick response. I have done the above and I can click on the object and nothing happens.

#

I keep thinking that I am missing something.

maiden wadi
#

A quick diagnosis question, do you have a button on that widget that you can test with? If so, when you hover over it, does it highlight, and when you click, does it show it pressed down?

dreamy mulch
#

It does neither.

#

I have a print string attached for the click and I can't get anything to come up.

maiden wadi
#

I'd guess that something is on top of your Widget then, maybe another screen space Widget or the like. IE, I think your Widget's ZOrder is lower than another Widget.

dreamy mulch
#

A counter part of mine on the team may have just figured this out.

twilit heath
#

@gray dune MakeRotFromX(Normal)

dreamy mulch
#

He thinks the main UI was blocking the widgets in the middle.

#

Going to look at what he has.

maiden wadi
#

Quite likely. You just need to change the ZOrder and it should be fine.

nimble bloom
#

@silent briar thanks! Turns out on the viewport generation a setting was wrong which caused the blocking.

jaunty dome
#

Hey there!

#

I have a bit of an issue with "Loading Screen" widget

#

I want to cycle background images everytime the loading screen appears

#

this is what i've been using

#

and this is the widget layout

#

Image is bound to that Background variable

#

the issue i'm having is that the image doesn't appear on runtime

#

I assume the texture is not preloaded

#

any clue on how to do that ?

#

It appears that if I remove the binding, the default set image appears properly

#

Issue fixed

#

for anyone curious, it seems there is a "bug" in UE where if you don't set a default value to Texture2D (Object Reference), any changes to it won't be shown in game

#

always remember to set a default value to Texture2D !!

maiden wadi
#

@jaunty dome Will keep that in mind, was trying to look up a fix for you. On a side note though, not sure if you knew, but to save you a few half seconds in the future and some screen space, LastIndex from an Array will do the same thing as Length-1

jaunty dome
#

Well that's a smart way to look at things!

#

Thank you, will keep it in mind

pastel rivet
#

Question on performance

#

if i have 20 actors, they all have a public enum variable, and you can change these independetly on each actor blueprint, which runs a construction script that changes 10 - 20 different static mesh components per actor bp, is this considered pretty performance heavy?

#

Any tips on how i could optimize this process? Is there a design time event running that i can check, and run this per actor in a loop so many processes doesnt run at the same time

nimble vortex
#

question, I'd like to use one key to toggle between X camera's, whats the best node to make such a toggle?

rocky crypt
#

@nimble vortex I used a set active node to toggle between the two

#

connected to a flip flop

nimble vortex
#

2 would work, but I am talking about 22 cameras

#

unless there is a flip flap flop flep flup flyp fluip fleup :p

rocky crypt
#

lmfao @nimble vortex my bad, dont know that one

slow hill
#

@nimble vortex maybe use a select node

#

then you can select by index

rugged carbon
#

@nimble vortex Do you want them in a specific or random order? In any case you could cycle by having an array removing the first one from it, change to that camera, and then add it to the back of the array

slow hill
#

although you will probably just want to select by index fthe list directly

rugged carbon
#

If you need random you can shuffle the array

slow hill
#

Set View Target With Blend to actually switch the cam

nimble vortex
#

< blueprint newb.
but I just want to go trough them one at a time so I can record each view

#

that part I knew hehe

slow hill
#

@nimble vortex why not use sequencer?

nimble vortex
#

previous project I just used a bleepload ot flipflops and what not

#

because I want to decide how long each is recorded on the spot

slow hill
#

ya you will probably just want to grab the index from a list. You could even set up a UMG widget to list/select them

nimble vortex
#

nah, just want a keypress. nothing should be visible in the view.
its just to record some angles from a scene I made.

slow hill
#

ah i see. in that case use a multigate node

nimble vortex
#

interesting, imma give that a go

#

thanks

#

back in LittleBigPlanet we had a specific node for these things called a selector, and either every time it was turned on it would go to the next output, and you could still activate specific outputs.
while I am starting to understand blueprint a little, my lbp-knowledge is getting in the way often :p

slow hill
#

ya it would probably be cleaner to keep a int variable of what index you were on, and increment/loop the int when you do the switch

#

and just get the camera index from a list

#

it would also work for n cameras rather than needing to hard code every one

ancient bobcat
#

Well folks, do you have any idea why Get Input Analog Stick State always returning me 0 even if I move with gamepad stickers (xbox gamepad)? It works fine outside of Widget Blueprint but inside it's always returning 0. 🤔
Thank you for any suggestion.

#

The widget is on screen and active.

nimble vortex
#

@slow hill works like a charm, hug

wintry grove
#

The Selection Box is supposed to select the units but it does not. i am stuck please help

#

there is no data being passed through i dont know why ?

undone saffron
#

Does anyone know how i can get the controller of the player leaving the session? OnLogout event doesn't work for me because it runs on every player which complicates things

static fjord
#

RunBehaviorTree does not run when using SpawActor node. can someone help? ty

#

the PawnSesing component does't work to! $#%"#%

mighty fable
#

Could someone help me setup a dance animation for when my win condition is met in my game?

maiden wadi
#

@static fjord Are you using Spawn Actor, or Spawn AI?

static fjord
#

spawnactor @maiden wadi

maiden wadi
#

SpawnAIFromClass allows you to specify a behavior tree to use.

static fjord
#

@maiden wadi going to tray it

#

oh AI

#

ok

mighty fable
#

@static fjord Where are you getting that mesh component from?

static fjord
#

from the mesh

mighty fable
#

are you doing that in the base character or the gamemode?

static fjord
#

base character

mighty fable
#

my win component is set in gamemode I wouldnt know how to set it up in base character

maiden wadi
#

Make a custom event in the character that plays the animation, and call it from the game mode on the winning condition.

mighty fable
#

and do what sabichao posted?

maiden wadi
#

@mighty fable Get a reference to the player's pawn in the game mode, cast to the correct blueprint that has this event, and play it after your win event in the game mode.

static fjord
#

@maiden wadi how do i have access to the caposule in de SpawnAI

maiden wadi
#

You mean the AI's capsule collision component?

static fjord
#

yes

maiden wadi
#

From the spawnaifromclass node drag off of the pawn output and cast it to the correct ai class, then drag off of that to get the collision capsule.

static fjord
maiden wadi
#

That should work, but you're not using the spawn ai node?

static fjord
#

yes

#

ty @maiden wadi

#

@maiden wadi can i get from the SpawnAI output the child class from the npcbase?

#

the output fom the spawnai is a child from npcbase. can i cast to the child?

barren fern
#

Does anyone know how to export a screenshot from a packaged game? The only way I know how is through a console command but that doesn't work when you pack everything up for shipping.

night grotto
#

I have a question about blueprint best practices:

Let's say my game has BP_MygameCharacter as a base character class, and that character has a BP_MygameBasicHealthBar_Component on it.

Then let's say I make a new character BP_DifferentCharacter that extends BP_MygameCharacter, and I want to put a BP_DifferentHealthBar_Component on it.

What is the right way to set up a relationship like this? My first thought is I'd like to just swap out the health bar component at the data level, but not sure if I can even do that.

Another approach would be to not even have a base health bar component, and place the "right one" on each character I make, but I like the idea that there's a default health bar.

sand shore
#

What's the difference between the two health bar components?

#

If it's entirely visual you probably just want the logic to be in the component. Then you can assign different widgets which all know how to use that one component. If you're using a widgetcomponent, which is something else, you have to use inheritance on the widget and that's way tricker.

#

@night grotto ^

night grotto
#

I'm thinking of this in terms of behavioral differences not just visual

#

the generalized concept might be:

if I want to ensure that every character inheriting from CharacterBase has a component that inherits from ComponentBase, what is the right way to set that up, such that I can created characters derived from CharacterBase, and components derived from ComponentBase

Or is that just the wrong way to do it?

rocky crypt
still sigil
#

Like, the relative rotation of the actor?

#

That would be "Get Current Actor Rotation," I believe is what it's called.

#

Or "Get Actor Rotation." It's one of the two. 😛

rocky crypt
#

its still using the world rotation tho

shut estuary
#

I'm using world composition in my map. I have several added sublevels. In the editor it works correctly with Play In Editor. If I run via command line in -game mode it no longer seems to stream. Manually adding Load Stream Level says the level does not exist. Is there something I'm missing for using it not in editor?

mortal dust
#

Is there a way to have a blueprint actor's details panel show properties from a component created purely in blueprints? I know I've done it with C++ but the client I'm working for is doing blueprints only.

#

(also hi, sorry I haven't said anything in three years and then come in with a question without introducing myself!)

dapper cradle
#

I would be SO grateful if someone can tell me where I can find this details box

dapper sphinx
#

What do you mean?

#

By default it is on the right and if you don't see it Window->Details

wintry grove
#

Anyone have experience setting up a marquee box select ? im running into errors

waxen cloud
#

i can't join a session even if its lan

#

is there anynone familiar with sessions ?

bitter ingot
#

Hey there! I was wondering how you guys would implement a more realistic approach to ue4s player movement. To clarify i mean it like the player changes suddenly the running direction and he should not instantly moving towards the new direction. Hope that makes it clearer. I know that i gotta usw actor velocity but i dont know in which way i should implement it

#

Any idead?

odd ember
#

you want it to taper off?

bitter ingot
#

Yeah

tawdry stratus
#

hey yall got a question! so im trying to make a an object that when you press something like e it would open up a menu to do stuff like craft... having trouble getting started anyone help me out?

bitter ingot
#

I think line traces will give you a good start!

tawdry stratus
#

how so?

bitter ingot
#

Do you know how to utilize them?

tawdry stratus
#

not really!

odd ember
#

@bitter ingot is your game animation driven?

bitter ingot
#

There is plenty of tutorials on youtube go look them up and you schould be good to go @tawdry stratus

#

@odd ember how do you mean? Just normal anims?

odd ember
#

do your animation decide how your character moves

#

or does the movement dictate the animations

bitter ingot
#

Ahhh

#

No

#

Movement dictates

odd ember
#

timer

#

well

#

there's a few different things you need to do

#

you need to register when the input zeros out on the input scale in any direction, and when that happens you need a start a timer that tapers that value

#

the alternative is to freeze the character in an animation that does that automatically

bitter ingot
#

Wouldnt it also be possible to just multiply the axis value by..idk the old velocity?

odd ember
#

you're not guaranteed a linear decrease in axis value from frame to frame

#

it might fall from 1..0

#

from one frame to the next

bitter ingot
#

Yeah right

#

Ill look in to the locomotion project from ue4 the creater kinda implemented it

odd ember
#

keep in mind when you do this you sacrifice responsiveness

bitter ingot
#

Yeah

odd ember
#

which is usually regarded as a holy grail

#

in terms of design

bitter ingot
#

I dont want the player to a d ad so yeah

odd ember
#

I'm not saying don't do it, I'm just saying there's a reason most games shy away from it

bitter ingot
#

Thanks for the tips man!

viscid skiff
#

How would I go about creating an ability that allows the player to spawn an actor in the nearest doorway? Would I create an invisible actor at each doorway and get the closest one?

hidden basin
#

Also in blueprints is there a good way to get a modulo that works like a c++ modulo

#

or do i just have to make one

rare gale
#

@hidden basin does the existing one not work like C++?

hidden basin
#

oh no it does

#

i meant the other way lol

#

like negatives becoming positive

#

so you can decrement and make circular arrays work

#

i just made my own

frozen needle
#

I have this very simple blueprint of a lightswitch that should change visibility of all of the copies of one light blueprint but it doesn't seem to work. The Loop Body won't impulse. I have the exact same blueprint in another project and it works perfectly fine, but not here. What am I missing?

rare gale
#

Why are you casting to Bolt? You aren't doing anything with it, is that the issue?

frozen needle
#

I cast to it because I only need this character to use the switch, I mean it works if I just print string after it, but it's not working with loop body

#

"Completed" is working too

#

Somehow it just avoids loop body

rare gale
#

Your target is wrong... not even sure how you connected an array to a single actor connection. You need the ArrayElement from the ForEach to connect to the Visibility target I think

frozen needle
#

nope, didn't work

rare gale
#

Is there anything in your array of lights?

#

Sure that's not empty?

frozen needle
#

It's a reference to my light blueprint but in array mode

rare gale
#

to a single light?

frozen needle
#

I have multiple lights on scene but they're all the same blueprint

#

Basically one blueprint duplicated multiple times

rare gale
#

that's just a reference to that TYPE of BP... you need to fill it with specific lights you want to manipulate. If you aren't either setting that in the details manually or doing something to find all the lights in your level, it's empty by default

#

Have you tried GetAllActorsOfClass?

#

that could find all the lights of that type in the level and then run the loop on that result

#

not an efficient way of doing it so I wouldn't suggest it long term

frozen needle
rare gale
#

yeah, that's because it's empty... nothing to loop through

#

the array is an empty bucket that only takes one type of item, but you have to put the items in there

frozen needle
#

shit, I totally forgot about it

#

I just picked it on the scene and it worked

#

Thank you so much!

rare gale
#

NP

woven saddle
#

Hello, I have an 'AI MoveTo', on success I want it to play an animation (so it reaches the distance I want), how do I ensure it goes from walking to the animation smoothly and the character doesn't stop before playing the animation?

tawdry stratus
wintry grove
#

Testing out projectiles , how do i move this collision box ? i can scale it but not move its location its anchored to center... unless there is a ignore collision from spawn ?

silent beacon
#

Is there a way to split a white connection path to to give 2 outputs in an event graph?

molten gate
#

Look at macros and their inputs and outputs, that's probably what you need

silent beacon
#

How do I make a macro to have 2 outputs

molten gate
silent beacon
#

Thank you

#

Much appreciated

rough wing
#

Hi everybody. Im trying to make actors that are in the air fall down.

#

A body of actors needs to have at least 1 of them touching a static mesh as support

#

If non of the group is touching a static mesh i want them all to fall

tight schooner
#

Sounds like those actors need to periodically report in with some manager blueprint that determines whether they should "all fall down"? Random, probably mediocre idea in lieu of someone chiming in with a better one.

rare gale
#

What's the difference between these two and how do I get the Play Montage version in my AI BP? I only have the option for the Play Anim Montage

tight cobalt
#

Does anyone knows how to add some particles or effects to play in main menu? I have static image with a button and a title, but It feels dull, would like ato add some mist/fog/smoke// or anything along these lines, simple. Maybe some falling leaves.

coarse obsidian
#

Hi there, I'm trying to make a projectile with bounces using the Projectile component. Everythings is good but the sphere is not rolling depending on the velocity/direction. I found some custom rotation blueprint code on internet but It's not working as expected. I don't want to use Physics simulation. I'm sure this is something easy and widely used, but can't find what I need on youtube/forums

red marsh
#

Morning all, hopefully an easy one for you guys. I have a balloon with gravity which obviously floats off. I've attached a cable component start to the floor and the end to the balloon. when i click play the balloon goes into the sky and the cable just continuously extends. how do i limit the length, hence stopping my balloon? thanks in advance

barren falcon
#

Hey anyone help me I want my character to do something when an event occurred which is when a another character collide with each other and excess the variable inside the actor

blazing ridge
#

tried to copy this guys functionality. somehow it only works for one single line break for me, then the rest of the text is not shown/set.
id like to fix it though, maybe someone instantly sees the problem
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1589865-tutorial-automatic-string-line-break-on-the-first-space-found-at-a-custom-length

maiden wadi
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@rare gale In short, the first one(PlayMontage) is a latent function, note the clock icon. This means that it is used right where it's at and updated every frame until finished. It contains several outputs instead of just one. The second(PlayAnimMontage) is just a function call. The function call can be used anywhere, even inside of other functions. Latent nodes need to be used in the higher level event graphs. So you need to add the Play Montage in your AI Character's/Pawn's Event Graph.

marble halo
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If I have two server rpcs in blueprint, and one calls the other. is it gonna do more work than calling a regular custom event on the second server rpc?

devout tide
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anyone knows how can I get all instanced static mesh components on a foliage?

cold sinew
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Hi Friends ..
I Have Server Rows as a buttons in Browser Can i set an Index for Each button so i can check if its selected or not to color them ?
Using Blueprint

gloomy hornet
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Hello Everyone, I'm in need of some help accessing every players save game on a multiplayer project.
I'm making a multiplayer game where every player has a save file with their own name. The name is set at launch if no save game is detected. The issue is I'm trying to implement a scoreboard, where I want to show, among other things, the name the player has set on their own save file and I'm having issues with that where or everyone gets the same name as the server or everyone gets the same name from their own local save game file. I've been at this for days and can't seem to figure out a way to replicate every players name to the scoreboard on everyone's game. It's driving me crazy. Here's what I have so far, have in mind that I've changed things around a lot

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Upon creating the widget a child is added to a widget, PlayerInfo
I'm fairly new to this and would like to implement this in blueprints

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what is currently happening is that everyone gets the same name as the server who hosts the game

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I'm really scratching my head with this

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I've implemented something similar with a chat following a youtube tutorial but cant seem to figure this out

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with two computers, with two different steam accounts and save game files

maiden wadi
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You're going to get a lot better help with asking that in #multiplayer. The people there understand replication and server/client issues a lot better.

gloomy hornet
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Alright, thank you for your help, will do that

somber linden
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Hi guys, maybe somebody could help me find a solution to a problem. I have an actor that controls what time it is.
Every vehicle and engine in the game needs to know what time it is, because they cannot charge during night (solar panels).
So I need my time actor to fire an event at all the vehicles / engines that

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could I do this without having a tick

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that checks what time it is on every vehicle/engine

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so basicly I want my time to fire an event when it changes to night that updates all the vehicles without having all the vehicles checking the reference all the time

maiden wadi
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@somber linden You have two general options. One is to use a manager of sorts and keep an array of all current vehicles and update them through an interface or through casting. Or you can achieve the same thing through an EventDispatcher by getting a reference to your daytime actor and binding a custom event inside of the vehicles to play, then call that from the daytime actor.

rough wing
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@tight schooner I tried to set a “Stable point” when one actor is on a static mesh. And every other actor extending from that point has a reference to an array in that actor.

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Every time a new actor is added or removed I check for end/begin overlaps to see which ones i should make fall down

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It didnt really work because (i think) end/begin overlap doesnt register when you destroy actor

tight schooner
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IDK what kind of game you're making but in my mind it's some Red Faction-y destruction system where if you destroy the supports, the whole structure crumbles? Are new supports to the structure ever added? How does the system determine if something is a valid support? (I'm asking this more rhetorically than actually.)

If the supports are "dumb" (static mesh actors rather than BPs), but you need some way for the system to know if a support is destroyed, and end-overlap isn't firing for destroyed actors...

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maybe the thing that destroys the support, in my imagination a rocket, can broadcast (via a BP interface or whatever) to the structural systems around it that it's destroying this particular static mesh actor

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and the structural systems can update their arrays of supports holding up the structure. When the array is empty, the structure collapses.

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If the supports are "smart" (actual BPs) then they can communicate directly with the structure, and register/deregister themselves on the structures they support before DestroyActor-ing.

somber linden
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@maiden wadi thanks. I will try event dispatcher first

trim matrix
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Hello, is there a way for me to disable the player camera manager in game and swap to a camera component? This is so I can use an ads camera on a gun.

prime berry
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@wintry grove your collision is the parent of the bullet in the hierarchy. that's why everything moves with it. Either detach them or move the bullet over to match the position in regard to it's parent

faint pasture
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@trim matrix Set view target to gun and have a camera on it. Or manually move the characters camera.

leaden glacier
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Getting a weird lil issue where AttachToComponent doesn't work on a Mesh that has been affected by physics.

https://i.imgur.com/omLi0ef.png

If I disable physics, it does not actually attach properly, unless physics has never been enabled to begin with.

faint pasture
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@leaden glacier why is the root of that pickup not the collision?

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Try making the mesh the root or adding a box collider for the root.

leaden glacier
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Not 100% sure what you mean with that

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Ah so, the mesh isn't the root just to allow to set either a Static or Skeletal Mesh when you drag in the actor, which have a small offset to the default sceneroot.

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I'll try adding a collider

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It works fine no matter what with the mesh being the root btw, that's how I had it at first.

faint pasture
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I like to have the mesh be visuals only and a box or sphere collider as root for physics if it works for the object.

leaden glacier
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Box as root seems to have no effect in this case

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Probably will if i set the box to be the component with physics, so that indeed as you said the mesh is just visuals

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Okay yeah that ended up solving everything actually. Big thanks @faint pasture

tawny tinsel
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how do i cast to a simple actor object?
what do i plug in the object?

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how do i cast to the actor camera