#blueprint

402296 messages ยท Page 433 of 403

tawny tinsel
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so when theres a colisoiin box the camera switches from the camera on the bpc blueprint

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it doesnt work

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help pls

maiden wadi
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You need a reference to the object to cast that reference as it's correct class.

tawny tinsel
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so what node do i need to have inbetween

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the refrence is right there it wont let me plug it

maiden wadi
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Because you're trying to plug a Camera Component reference into an Actor reference.

tawny tinsel
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so how do i fix it

maiden wadi
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I could be mistaken, but I'm pretty sure you just need to plug in the NPC reference.

tawny tinsel
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ok so heres my npc?

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heres my character

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heres my blueprint

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why wont it switch

maiden wadi
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That last screenshot, what BP is it in?

tawny tinsel
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character

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should i move it to the npc?

maiden wadi
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You need a reference to the npc then. Either a trace, sphere overlap, collision event, or get all actors of class sort of thing.

tawny tinsel
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i am refrencing it look theres a cast node

maiden wadi
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Casting is not a reference. Think of casting like a dressing room. You're dressing that actor up as something else. You need the actor that can play the role you need, then you can send them through the dressing room.

tawny tinsel
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so how do i make it work then?

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can i parent an object in level to an actor?

maiden wadi
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You said something about this happening on a collision?

tawny tinsel
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yes

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on colisoin i set a booloean to be true

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if its true switch camera

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false go back

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activated by event tick

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BUT IT WORK SWITCH

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no matter what i do

maiden wadi
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Why aren't you using collision events?

tawny tinsel
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I AM

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just how do i make it switch?

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any way is good

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just how do i make it work

maiden wadi
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How many NPCs do you have at a time?

tawny tinsel
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for now only 1

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but i plan to add like 2 more

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why does that matter

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how do i set up the blueprint

maiden wadi
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It actually matters a great deal. But your best option would probably be to use a collision box around your NPCs, onbeginoverlap, get the other actor, == it to getplayerpawn, if true switch camera to the NPC and on end overlap, check all overlapping actors, if none, return the player's camera to the player character.

tawny tinsel
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switch camera to npc and on end overlap HOW?

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so i do this stuff inside the npc bp great

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thats progress

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but how do i set it up

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NOW IT WORKS

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finaly

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thanks for telling me to just do it in the npc bp took a while but its ok

tawny tinsel
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thank you

rugged iris
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Anyone here notice that when trying to simulate physics on a mesh component in a blueprint, it just falls through the floor?

odd ember
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well if it has no collisions... ๐Ÿคทโ€โ™‚๏ธ

wintry crystal
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Hello guys,
I have a problem concerning the particle system.
I have a delay for the animation so the player can't spam it, but the particle system can be spammed. How can I avoid this ?

Thank you in advance

maiden wadi
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@wintry crystal First question would be, what is that bool Cast 2h for?

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Easiest way would be to put a branch before the Set Cast2h to True node. Check if Cast2h is false, if it is false, do the rest, then you can't do that again until your delay node sets that bool back to false.

wintry crystal
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@maiden wadi It the variable that starts the animation

(Thanks for your reply)

unique hollow
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I'm trying to bring a boolean from one blueprint to another

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so far fruitlessly

maiden wadi
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@unique hollow You either need to cast a reference, bind an event, or use an interface. What is your use case?

timber marlin
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Hello!

I have a rather silly conceptual question. I hope it's okay to ask it in this chat.
Sidenote: I am using camera actor instead of character camera component.
Would you rather use spawning camera actor via code or place camera actor to each level separately?

Thanks!

unique hollow
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@maiden wadi So in one blueprint basically it's tied to checking what surface you're on via an integer to float and then if the float is a certain value of the integer aka same one as the material that is supposed to trigger this, it gives the boolean a check

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I want to set the value of a float in another blueprint when the boolean is checked

maiden wadi
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@timber marlin Sounds like a design decision based on use case. If it's faster to just place the actor and reference them the way you need, don't waste time coding it. If you have a strange set of reference needs or other stuff requiring that actor to be placed from code for some reason, code it.

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@unique hollow Do these two blueprints already know about each other? Have you created or can you easily create a reference between them in some way?

unique hollow
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yeah they kinda do

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sec

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the first and last is from the anim BP

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the second is from the normal BP

maiden wadi
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And the Footstep event is being called, that cast is working well and all?

unique hollow
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yeah

zenith kindle
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there is this for text and numbers... but what about for bindings? is there a way to uncheck grouping ?

maiden wadi
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@unique hollow Is the bool in the animBP, and you're trying to get that to the character?

unique hollow
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yeah

maiden wadi
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Drag off of the thirdperson cast node and you should be able to set your variable from that.

unique hollow
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Drag off of?

maiden wadi
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The blue As ThirdPersonCharacter pin on that node.

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Just like you called the Footstep event.

unique hollow
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i can't set the variable

maiden wadi
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Do you have that variable created in the ThirdPersonCharacter BP?

unique hollow
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OH I forgot my bad.

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I'm an idiot

maiden wadi
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Haha, happens to the best of us.

unique hollow
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@maiden wadi

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ThirdPersonCharacter doesn't show up

coarse osprey
odd ember
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@unique hollow you probably want a physics material to do that kind of checking for you

maiden wadi
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@unique hollow You should be able to drag off of the cast, and type the variable name to set it.

unique hollow
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me stupid 2.0

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right.

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I can use a physics material.

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I think my brain is on airplane mode

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still doesnt seem to work

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hmm

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It's supposed to set the surface float as 2 and if surface = 2, fire off the branch to change your speed

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am I missing something?

maiden wadi
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Could be something else. Could also be that == node. Not sure how precise that is, but float precision can sometimes be brutal. I'd probably use nearly equal or an integer if possible.

unique hollow
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@maiden wadi yeah I changed it and it works but

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when you get onto snow the speed only changes once I stop sprinting

late gorge
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and is getting called succesfully

vapid bay
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hey guys, newbie trying to figure out using an array of structs. this snippet seems to automatically fill Struct City Array with 261,650 entries regardless of how often it gets activated (loops 4 times currently). is there something fundamental i'm missing with filling an array of structs like that?

frozen needle
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I have a small blueprint of a light switch, after turning lights off certain events occur. How could I possibly do it so it could work just once, after the light is off I can't turn it back on? As you can see I have destroy component for a trigger box but engine is yelling at me if I'm spamming action key which I'm sure of a lot of players could do (:

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Oops nevermind, I forgot UE literally has a "do once" option

lean thistle
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Hey guys, any idea why my Level Blueprint begin play won't run suddenly?

mighty fable
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Anyone got a second to help me make my pickups in game disable collision and goes hidden until a timer resets it.

quick grotto
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@mighty fable you said it yourself lmao disable collision and set hidden in game then do a set timer by event to reset it

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@lean thistle what do you mean wont run suddenly?

brisk trout
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Please help, my static mesh grass won't load in at long distances. I figured out it isn't culling, as when culling is disabled, or there is a culling volume, the problem still persists

naive patrol
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247ms PepeYikes

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maybe you should do more culling

brisk trout
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nah, I was clicked out

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I lose a lot of FPS when Im clicked out

naive patrol
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well try to look foliage culling

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if its not, try to look material

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no others does culling so

brisk trout
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that didn't work :/

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foilage culling did nothing

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is there anything else that would cause this?

naive patrol
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u did tried to look material ?

brisk trout
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yes

naive patrol
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hmm

brisk trout
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I dont think its culling

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but then Im not sure what it is

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like i said

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even disabling culling the settings does nothing

naive patrol
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no when you going far away from a mesh, it gonna hides due to WPO(idk) or opacity that i saw from free Marketplace material

brisk trout
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anyway to remove?

naive patrol
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try to remove a node spline that connected wpo or opacity

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after you backup'd it

brisk trout
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okay

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there is nothing attached :/

naive patrol
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i have no clue then :c

brisk trout
naive patrol
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oh you're using material foliage

brisk trout
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and?

naive patrol
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well i never use that because its bad for me. you can try to use foliage system with HISM

brisk trout
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ill try that

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nothing

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still happens :/

north oriole
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How would you guys go about getting a render of your character to use in the UI? Using a 2D capture works if you don't care about animation, but if you want to have some idle play how would you go about it? Create a second copy of your character mesh and hide it somewhere on the map and use it as a reference (or is there a better way?)

latent junco
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Quick question, is the Get Horizontal Dot Production To node based on the local space of the source actor or is it in world space?

latent junco
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Better yet, is there any way to get a vertical Dot product between two actors?

maiden wadi
latent junco
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Better yet, is there any way to get a vertical Dot product between two actors?
bump. Been trying different stuff without the results I'm hoping for T.T

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looking for the dot product of two vectors in the YZ plane

astral tendon
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Is there any way to use something other than a capsule for collision on a character?

maiden wadi
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For the actual Character class, no. It's coded into it's base. Why do you need something other than a capsule?

astral tendon
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Yeah, more of a cube

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Working in VR the capsule doesn't quite fit right

maiden wadi
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@latent junco Not sure if I fully understand, but can't you just zero out or level Z on both vectors and get the dot product from them after?

latent junco
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Doesn't seem to work

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I get weird numbers there

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OK I just tried it again to show you, and it seems to work now......

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dafuq

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OK but there is still an issue: The dot product only returns positive values as long as both boxes are in positive Z space

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my understanding was that if Box2 is above Box1 in Zspace with the same Y value, it should return 1 and if it is below Box1 in Zspace with the same Y value, it should return -1

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it only returns -1 if Box2 goes into negative Z space

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O.o

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I'm really new at vector math so this is all very confusing ๐Ÿ˜…

north oriole
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@maiden wadi Thank you, exactly what I was looking for!

tawny tinsel
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so i made the camera focus on the npc

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now how do i make the camera go back to the player

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nvm i figured that out aswel

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my character wont move back help

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i cant unset the ignore inputs

mighty fable
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Can someone double check my item respawn code and lemme know if I'm in the right direction?

thorny marsh
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Makes logical sense.

tawny tinsel
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i dont think theres need for a sequance

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just put those two after each other

mighty fable
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Ok, lemme try removing the sequence

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still didnt respawn : /

tawny tinsel
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what if you plug target here

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what do you want to unhide

mighty fable
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I'd like to unhide the pickup

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and the pickup (first code) is a child of the base pickup (2nd code)

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if that means anything

tawny tinsel
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did you try targeting

mighty fable
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idk what to target it to, I tried to target the child but im not sure how to do it. (Sorry I'm still learning this)

tawny tinsel
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just mesh or smth

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component

mighty fable
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it says it's not compatible ๐Ÿค”

tawny tinsel
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well rip then

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can someone remind me what do i cast to actor objects

latent junco
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@maiden wadi Figured it out, I forgot to subtract my original object's location from the target's location to make the resulting vector relative. Also, both the normal dot product and the dot2D product result in the same here

odd ember
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@tawny tinsel what are you trying to do?

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you need something to cast

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a cast node won't do what you want it to do on its own

tawny tinsel
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yea i know

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its a weird funcion actor

odd ember
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can you describe what you are doing

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or what you want to happen

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but like, intent, not code

tawny tinsel
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i want a variable from that blueptin

odd ember
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do you have it stored as a variable? how do you get a hold of it in the first place?

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because if you don't get a hold of it in the first place, your cast node won't do you any favors

rocky crypt
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Hey guys! Can anyone help me with my broken head look rotation?

quartz osprey
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@tawny tinsel where you want to have that variable?
Simple example, Actor1 and Actor2.
If you want to get a value from Actor1 to Actor2 (and save it here), you need to have a variable in Actor2, called "yourVar".
You just do a cast in Actor1: cast to Actor2 -> Set: "yourVar".

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@rocky crypt details?

rocky crypt
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@quartz osprey I'll dm you. It's long

quartz osprey
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ok

tawny tinsel
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@quartz osprey I WANT TO CAST ACTOR BP TO MY TRIRD PERSON PLAYER BP

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I ALSO WANT TO CAST AWAY INTO THE WILDERNESS

quartz osprey
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You want to cast an entire blueprint? ๐Ÿ˜•

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i can help you via teamviewer if you want, but TeamViewer Version 13 max, cuz i have the license on that one and i can't do an update :p

quick grotto
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@tawny tinsel pull off the object type and say get owner

quartz osprey
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it still need to cast

static goblet
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I need help with a vehicle blueprint, i followed a youtube tutorial on how to create a car like the one in the vehicle template, and was able to drive it around perfectly in that scene. i then migrated the car and all other info to my project scene and when i try and play it, the car flys off into space and spins like a top..... please help

odd ember
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@tawny tinsel I think you're in a position where you don't need cast, but just need a variable

tawny tinsel
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YES

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i need a variable

odd ember
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right but that variable has to come from somewhere

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your blueprint has to have some sort of communication with another blueprint

tawny tinsel
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how do i do that

odd ember
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well let's start here: what variable do you need in which blueprint?

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and again, if you can try with explaining what you are intending to do broadly, not specifically what you are trying to make work with your current logic

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(because in most cases, there is a better way)

rugged carbon
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I'm having to send a variety of different values to a few different classes resulting in casting a lot. I've been told to avoid casting as much as possible. I don't care what happens after the variables are sent, so is using an interface to send values with an identifier a stupid idea?

sullen radish
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Hello everyone,
I'm using camera on a blueprint to generate render targets 2D texture ,, and i want to use it in UMG.. my problem is that i want to update the Canvas Texture 2D to use the only the selected blueprint's canvas 2D ... it just randomly select one of them and use it as the render target for the UMG ... how can i make it switch according to a specific BP i select?

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@rugged carbon I think the Interface is the best way to just send a message and every blueprint that implements that interface will fire the event. i use it really better than casting that way, i use casting only when i want to convert a certain variable type or get a certain variable on the casted BP.

rugged carbon
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Okay, thank you ๐Ÿ™‚

trim matrix
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Sometimes I use cast instead of get all actors, still same result

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I initialize this function at the eventbeginplay

odd ember
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means that no actors were found

trim matrix
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but there is a drone actor in the level

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maybe because beginplay executes first

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nevermind solved

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thanks

odd ember
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@trim matrix your issue is centered around the fact that unreal spawns actors in levels in a nondeterministic fashion, which means you can't guarantee that one actor spawns before another

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the best practice to avoid complications like yours is to ensure that each class is responsible for its own logic

trim matrix
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what if i just set a delay node on the beginplay?

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wouldnt that fix that problem?

odd ember
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it's a quick hacky way to do it that might not work consistently

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imagine if someone else's PC loads your game slower than yours, and the actor with the delay spawns first

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you would have no way of asserting the other actor to be spawned

trim matrix
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right

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thanks for your guidance

carmine thorn
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I could use some help in figuring out a way to average out points on a spherified grid to ensure some level of uniformity.
I am working on an RTS game and I am trying to create a viable A* pathfinding solution for planets. The planets themselves are looking decent so far so that's no worry. The pathfinding is a bit of a hassle to get going.

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Does anyone have any ideas for averaging points and does anyone have any good resources for efficient BP A* in general?

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The image is a visualization tool for the grids, not a complete solution so far.

hollow cape
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Hey ya'll, anybody ever had Get Mouse Position on Viewport return an X value as high as 1964 on a resolution of 1920x1080?

carmine thorn
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Are you scaling for DPI?

hollow cape
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same result with scaled by dpi

carmine thorn
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That's odd

hollow cape
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yeah very odd

carmine thorn
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Can you show your code?

hollow cape
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right now I'm literally just calling get mouse position on viewport to debug a trace issue, which is being caused by this

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really no code to show

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outputting to a UI just to watch it

carmine thorn
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Get mouse position on viewport is relative to the viewport size which may vary from your actual screen resolution

hollow cape
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get mouse position on platform returns the same

carmine thorn
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Try using Get mouse position or Get Mouse Position Scaled by DPI

odd ember
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does anyone know of a visual tool for vector math projection?

carmine thorn
hollow cape
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mmmm standby actually...

carmine thorn
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@odd ember Could you describe what you mean? Like an arrow?

odd ember
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yeah I mean like a separate app or website really

carmine thorn
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Oh, honestly UE4 would probably be the best visualizer

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If you just use some of the debug draw functions

odd ember
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well not really no

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plus the time it would take to implement something like this just makes it unnecessary

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hence why I was wondering if anyone knew any resources

carmine thorn
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Sorry, with as vague as you are being I can't really help you.

odd ember
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like a website that allows you to input vectors and vector math and show them on a graph?

odd ember
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perfect, thanks

barren tide
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hello. anyone able to direct me to a good indept tutorial for a boomerang? or atleast how to do it. im trying to recreate taya from battlerite

tawdry stratus
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anyone got any tips on doing doing a small map but big building interiors like animal crossing? wanna practice and thought it was a good concept!?

vocal urchin
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Having a weird issue where this does not rotate the camera. What am I missing? It works in the tutorial I'm following ๐Ÿค”

carmine thorn
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@vocal urchin Is the input firing?

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@vocal urchin Also you could just simplify that with "Add Actor Rotation"

vocal urchin
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Yes, the input is firing.

carmine thorn
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Have you checked that you are getting a value from Mouse X?

vocal urchin
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Yep, I printed it out and I am getting input

carmine thorn
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Is the gate opening?

vocal urchin
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Yes

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I think?

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How would I check?

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I can see the input is being pressed and released

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Do I even need this gate? I could set a variable coming off the input action and then just add the rotation, like you mentioned, based on the true/false of the press

carmine thorn
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Not really

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Not if you want the effect to be constant

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There are many bad tutorials out there

vocal urchin
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Tried this, and it also doesn't work...

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Ok, it's something to do with the Mouse X axis

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if I switch panning to move when I press the pan button, it works

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I am complete retard.

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Pan sensitivity was set to 0.

tawny tinsel
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lol happens to the bets of us

trim matrix
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My joystick doesnt move at the top

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It rotates around and working but in the corners (top, right, left, down) it stucks like this

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Any ideas why?

atomic salmon
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@trim matrix try replacing the second input event with the equivalent function that just gives you the axis value for that input.

trim matrix
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@atomic salmon nothing changed

atomic salmon
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@trim matrix ok then the problem is elsewhere in your code. Are you already displaying the direction vector from the inputs?

trim matrix
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values are not changing

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there is no inputs in use, only movement input (left joystick) and rotation input (right)

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also tested in different devices, different screens and different game screen sizes

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nothing changed so far

atomic salmon
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@trim matrix what I see from your code/video is that you move the joystick up and the vector points to (1,0,0). The you move it left and it points to (0,-1,0). These seems to be correct. Your character rotates accordingly.

trim matrix
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but mesh doesnt rotate? its not affecting the gameplay at all in editor but in my phone its very hard to shoot accurately this way

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no way to fix this small blind point in the joystick?

atomic salmon
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@trim matrix it is difficult to get a feeling for something you don't see/experience, so bear with me. Would you like your player/character to rotate more smoothly? Then you can use RInterp to interpolate the rotation.

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Also together, with the direction vector, you should directly print the axis output so we see where the problem is

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Trying to understand if the problem of scarce control is coming directly from the input.

trim matrix
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@trim matrix it is difficult to get a feeling for something you don't see/experience, so bear with me. Would you like your player/character to rotate more smoothly? Then you can use RInterp to interpolate the rotation.
@atomic salmon gonna try this, thanks

atomic salmon
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Ok, so the problem stems from the axis input

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Simply it needs a lot of movement before it gets away from 1.0 / -1.0

trim matrix
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yes, thats what i tried to meant by "blind point"

atomic salmon
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ok so it is a sensitivity issue basically

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there must be a way to configure it, but I would need to look it up

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Maybe in #mobile someone knows right away

trim matrix
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thanks for your guidance @atomic salmon

atomic salmon
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@trim matrix sorry not to be of further help, but at least you know where the problem is. I see the the Virtual Joystick has some config options, maybe you can play with them and see what happens.

trim matrix
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thanks again, you did a lot

atomic salmon
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@trim matrix Found your problem

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Basically there is by default a Dead Zone of 0.25 assigned to the Gamepad thumbstick

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Since the virtual joystick maps to that, you get the dead zone too

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Go to Project Settings -> Input and set all the Dead Zones to 0. They are 0.25 by default. That should fix it.

trim matrix
atomic salmon
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Sweet! ๐Ÿ™‚

solemn bloom
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hey guys

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hod do i get seconds form the current frqame number

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?

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i cant seem to find any node that does that

glacial eagle
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frame number?

hollow cape
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delta time?

glacial eagle
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There's no frame number exposed to BP's

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Delta Time is in seconds already.

hollow cape
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well he mentioned seconds so....stab in the dark for an easy solution lol

solemn bloom
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neverming i found a solution

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the node is qualified frame time to seconds

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first i get the qualified frame time from my level sequence, then do that

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hmmm so now my next issue is.... i have made a master level sequence with a bunch of shots in it, each shot is a level streamed in; i got a combobox that gets all my levels and displays them, whenever i click on one of those it jumps to that moment in time using an array of cues... the issue is that the combobox needs to update itself when the time flows normally;

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so if i click lvl 2 for instance in combobox it jumps to frame 450

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BUT if i play form 0 and i reach 450, combobox needs to update itself and display 'scene2'

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how ??? uhmm

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im thinking by getting the current frame number, and whenever is equal to one of the cues integers it sets the combobox.... but not sure how

gloomy linden
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Event Tick -> frameCount = frameCount +1 -> if (frameCount >= 450) { frameCount = 0; spawnComboBox(); }

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thats one (nasty) way to do it

glacial eagle
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Why on earth wouldn't you just set a timer instead?

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Unsure why you would want any game logic whatsoever tied to framerate.

gloomy linden
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because I never used timers so I didnt even consider it ๐Ÿ˜„

glacial eagle
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Ah that's mostly aimed for @solemn bloom ๐Ÿ˜„

gloomy linden
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aye

trim matrix
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Hay guys! I'm relatively new to UE visual scripting and I'm stuck at a certain issue. I'm wondering if anyone can help me solve it! Should be an easy fix but I just can't seem to get it to work.

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I hope this is the right place to post my issue

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Basically I'm trying to find objects and check if they also have a tag, if they have physics and said tag the AND bill should be set to true and send it to the branch

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However it's not working

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I'm guessing the issue is the connection between the has physics and has said tag which for some reason is not giving a true value

solemn bloom
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long story short, im developing an app that is syncing a video and it's framerate with the level sequencer framerate;

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and i have set a bung of cues to jump in time both in the video and level sequence

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and i thought the way to do was either in secs or frames

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because i had to comple to the video ssources i was receiving

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somehow i need to get the index from those 'cues in frames' variable

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but if i use the event tick to fire, the branch node is always firing ... even if when its false ... ??!?

#

im really dumb with loops, this is probably stupid lol

digital nova
gloomy linden
digital nova
#

yeah

#

now it's without that branch

gloomy linden
#

why do you limit your fps to 20?
is your game tick dependent?

digital nova
#

?

#

what do you mean ?

gloomy linden
#

are you doing stuff from "Event Tick"?

digital nova
#

yes

gloomy linden
#

A tick runs each frame, its bad practice to use it

digital nova
#

what i can use ?

gloomy linden
#

custom events

digital nova
#

what's better

#

and i need to put custom events somewhere to run

gloomy linden
#

yes, like when you press W (Input event) that would call another event like triggering the run animation

#

But, usually the animation blueprint uses stuff like forward vector length to determine which animation to run

digital nova
#

yes

gloomy linden
#

So if you use a boolean to check if the player is running behind Event Tick, and the bool is true, it would start the running animation every tick

digital nova
#

and in multiplayer is not good

#

ok

gloomy linden
#

I wouldnt start with a mp project until you have a good sense on game dev/ue4

digital nova
#

that's not my first game

gloomy linden
#

im not saying its your first game, im just recommending not to do MP before having a broad understanding of the engine

#

its your party after all

digital nova
#

i work with this engine from 2018

gloomy linden
#

and still doing things based of Event Tick, okay

digital nova
#

i sawed a lot of developers do this

gloomy linden
#

yea, i've seen many horrible tutorials also

digital nova
#

i learned from tutorials

gloomy linden
#

respect for the autodidact game developer

undone slate
#

Hi I'm trying to setup a jump animation iv done it before but this time I can't find the time remaining ratio (Jumping Down) node iv tried just recreating the anim blueprint and it didn't work

lethal night
#

Hey so im newish to unreal engine but I havnt done a lot of work with projectiles until today really. Im currently haivng an issue where projectiles are going through the walls. I have tried to set the collisons to block all and even added an On hit event to destroy the actor however this still seems to not be worked. Does anyone have a solution

atomic salmon
#

@lethal night do you have your collision volume as root of your projectile?

lethal night
#

No my projectile is currently got a scene root

#

Also just to clarify its going through everything not only walls

atomic salmon
#

@lethal night if you read the documentation for the projectile movement component, it tells you that only the root component (or anyway the updated component which typically is the root) is checked for collisions during movement. Scene components have no collisions, so that is the reason your projectile goes through everything.

lethal night
#

Ahh okay thank you, when I try and set the root component to the collision volume it creates a new scene

atomic salmon
#

You need to use a static mesh with collision or a collision volume as root

#

Drag the collision volume component on top of the root

#

It will ask you if you want to replace it with it

lethal night
#

Ill show you the outcome of what I did

#

It ended up doing this

atomic salmon
#

You want one collision sphere as root and one static mesh as the visual part of your projectile

lethal night
#

Yeah I know, I did what you told me and it came out like that

atomic salmon
#

Look at the example projectile within the first person template

lethal night
#

However I solved the issue by deleting all of it and creating a new sphere

#

it seemed to have fixed the issue with setting a new root

atomic salmon
#

Delete everything and try again

#

right

lethal night
#

Ah my projectile is now woring

#

working

#

thank you

atomic salmon
#

@lethal night np

somber linden
#

my path finding system is not doing good

gloomy hornet
#

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
this is in the character blueprint

#

this is also in the character blueprint

solemn bloom
#

long story short, im developing an app that is syncing a video and it's framerate with the level sequencer framerate;
@solemn bloom can anyone help with this

gloomy hornet
#

but this is happening, with two separate computers, steam accounts and save games

#

can someone please help me out?

solemn bloom
#

sorry not sure how to show the previous txt :/

latent junco
#

quick question: local variables always start empty when a function is called, correct? I don't need to clear them at the start of the function?

viral sundial
#

Correct

woven wing
#

@latent junco - They start with their default value, not not necessarily empty.

maiden wadi
#

@gloomy hornet I'm not that good with multiplayer ideology yet, but one thing I'll note, most people seem to store and handle data like that in the playerstate/gamestate. The character really should only be a body for the controller to possess. In most games, the character is expendable and will be destroyed and remade multiple times, it shouldn't have any long term game logic like scoreboards, widgets that aren't directly related to it, etc.

gloomy hornet
#

the weird thing is that i've implemented a chat this away and the names are looping through the save files just fine, i'm really stuck on this

zealous moth
#

is it possible to attach a child actor onto a character socket?

atomic salmon
#

@zealous moth sure

zealous moth
atomic salmon
#

@zealous moth first you need to parent it to a Skeletal Mesh

#

then you can choose a bone/socket

zealous moth
lean thistle
atomic salmon
lean thistle
#

Hey, does anyone know why my widget looks correct in the UI but not when I play?

#

looks correct in the blueprint i mean

spark robin
#

I were thinking to use a montage, but I cant quite get it to work as the animation (from the video) is not triggered by a bone or anything

#

Please ping on reply ๐Ÿ˜„

upbeat sinew
spark robin
#

Is it from the crash log?

woven kelp
#

blueprint gore

upbeat sinew
#

Is it from the crash log?
@spark robin Its from starting the game in preview mode

frozen sky
#

I'm looking to add scene components in a "circle" around the center of my actor. The number of components I want to add is variable and I want them to be equally spaced in angle around the full 360 degrees. Does anyone have a tutorial or simple explanation on how to convert the angle into a location?

tawny tinsel
#

how can i do this?

#

in unreal engine

#

a quest sytem that works like this

#

']';

maiden wadi
#

@frozen sky Not sure if there's a better way for what you're doing, but I love vector math, and I got bored, and I came up with this.

frozen sky
#

I eneded up finding this^

coarse obsidian
#

Hi guys, How can I have a sphere projectile (using projectile component) rolling on the ground when boucing. I mean kind of having the physics behavior without using physics ... I can't make it work with dedicated server. ๐Ÿ˜ฆ

frozen sky
maiden wadi
#

Huh, neat.

odd ember
#

@tawny tinsel I mean start with just implementing a single quest type and a quest manager

tawny tinsel
#

how do i do a quest manager?

#

@odd ember

lethal night
#

Is it possible to get the character controller/player character from the construction graph

maiden wadi
#

@lethal night It is not. The Controller/Player do not exist yet.

lethal night
#

Would it be better to do what im doing in the event graph then?

#

because i need to change the material of something depending on a variable that is in the characters blueprint

maiden wadi
#

You would definitely need to use BeginPlay for that then.

lethal night
#

This is what im trying to do for reference

coarse obsidian
#

Anyone for the projectile/rolling in dedicated server ? ๐Ÿ™‚

lethal night
#

huh?

#

btw Authaer I moved it to the event graph and my stuff works fine now

#

so thanks for the help

maiden wadi
#

With exceptions, consider the construction script generally for things that you would need an actor to do in editor. A great example would be for level design, creating actors that you can set a variable in, which would then 'construct' themselves in the editor, so you can see how they would look in the world while you're designing. Not the only use, but an example. They have no way to reference anything spawned from GameMode onwards, which is responsible for creating controllers and characters and the like.

lethal night
#

Ah right, thank you

zealous moth
#

@maiden wadi best example: if you need an actor to be constructed in a specific way and with preview in the editor, use the construction graph. Example: a line of 3 coins that respond with tracing to the ground to make sure it follows it dynamically with angled planes.

tawny tinsel
#

so is it posible to display a ui on a 3d object and have it clicable?

ebon gull
#

Hello, I'm trying to shoot a weapon with Linetrace, is there any way to make it accurate so it won't move and stay in place? I don't use a first person camera. thanks!

odd ember
#

twitch

viscid valve
#

Is there a way to choose a random data asset in BP?

#

Want to spawn a random actor of a given type (randomized item spawning on map)

maiden wadi
#

Make an array of the classes somewhere and get a random number from 0 to last index of that array and return the class.

viscid valve
#

So that was my thinking, but I wanted to get the actors from their data assets, since the data assets store all info about them

#

I'm probably thinking about this all kak, I suck at sorting out data hierarchy

#

I found a "List Asset in directory" thing but it's for editor scripting, not sure I can actually use something like that in an Actor BP

#

That way I could list all the assets in a directory, arrange them into a useful array and as you said, just pick a random integer from the array

wraith verge
#

A suggestion is maybe to use randomized values after breaking the datatable.

viscid valve
#

I'm not actually using datatables so far as I know

#

I have some custom data assets I use to store info about items, mainly for inventory purposes

#

All of my pickup actors reference said data assets

paper aurora
#

If you break a hit result from a Hit event, do the "Trace start" and "Trace end" vectors just equal the impact location?

trim matrix
#

How can i have 2 conditions on a branch?

#

i know its AND logic

#

but what blueprint componment do i need

#

?

wraith verge
trim matrix
#

hhmm

#

let me try it

spice ibex
trim matrix
#

@wraith verge This worked great! Thank you ๐Ÿ˜„

#

also how can i check if a ui element is visible?

#

nvm

#

figured

odd ember
#

oof

#

my dudes

#

is there a way to make a line break in a tooltip for a variable in BP?

undone timber
#

what kind of blueprint could i use to "Store" Actors in an "abstract" form? kind of like an inventory

sand shore
#

@odd ember shift+enter?

odd ember
#

no sir ๐Ÿ˜ฆ

#

@undone timber struct or soft reference

sand shore
#

That's a big oof

#

\n perhaps

static fjord
#

hi have the NavMeshBoundsVolume to

sand shore
#

Controller is at 0,0,0 - probably no path to 0,0,0 or is already there.

#

Or it might not have an AIController

static fjord
#

dont have aicontroller

#

must have aicontroller?

#

having the target actor defined must also have the destination?

sand shore
#

Nope.

#

Okay. 1: yes you need an AIController on the NPC pawn.

#

It can be the engine's AIController, but it needs to have one.

#

2: Either the actor is valid and it moves to the actor, or it moves to the destination vector.

#

3: Controller actors exist at 0,0,0 in world space

odd ember
#

@sand shore nope ๐Ÿ˜ฆ I suppose it isn't a case where a double escape would make it work either

sand shore
#

Nah

static fjord
#

the cpv heve the "AIController"

#

by default

#

the npc have...

#

the nevement result is sucess to

#

and doesn't move

sand shore
#

Yeah so. You're already at 0,0,0 then

#

Any case.

#

Moving to a controller is nonsense. Pick some other actor to move to

static fjord
#

there must be something wrong with the Editor settings, the pawnsensing compenet and sphere trace by channel also donโ€™t work

atomic prairie
#

Hi! I would like to make a dialogue phase between two characters like the images, I would like to know the name of this process to find a tutorial

static fjord
#

ok, I found something, the npc is placed on the map with SpawnActor node

#

ok, i found something, the npc is placed on the map with SpawnActor node. do I have to use SpawnAIFromClass?

#

yah, have to use it. jesus

opal pendant
#

@atomic prairie google something like "UE4 widget dialogue tutorial"

atomic prairie
#

Thanks!

opal pendant
#

np

sturdy notch
#

How far does inheritance go? I'm having a hard time getting variable and functions from the top parent class, from a "grandchild".

#

...or does UE only allow a single parent/child relationship?

past raven
#

Inheritance has no limit. The only limit would be scope, i.e. private vs protected vs public members.

frank anvil
#

Anyone ever run into an issue where your Inputs in Project Settings don't update? Like if I switch a key from A to D, it's saved in the DefaultInput.ini correctly, but A still works?

past raven
#

Blueprints for pawns and player controllers can bind to keys directly too. Maybe thereโ€™s a leftover direct key binding in your BP graph somewhere?

frank anvil
#

No, this seems cross the board with all my inputs

#

I can't seem to change any of them

#

For instance, I tried changing my "FireAction" which is usually left mouse button to something like ALT+SHIFT+A. Which is never some sort of keybinding I would use, and you can see the change in the DefaultInput.ini

#

but left mouse button still works

#

and I just did a Find in Blueprints for Left Mouse Button direct keys and none found

velvet viper
#

Yo can someone help me out with implementing movement on a spline?

#

I want to mimic the arkham games in which you can move left and right on say an elevated roof beam

#

then if you move forward or backwards you exit the perch movement

#

but i've got absolutely no clue how to go about it

undone timber
#

is there any Add component to actor node?

#

ugh i have this weird issue where for whatever reason i cannot add that node for a specific bp

#

i tried copying and pasting it from another bp but it says it cannot copy and paste that specific node

hallow night
#

how do i make my character only swim on the surface?

undone timber
#

get the water level and clamp the position

half shard
#

Anyone experienced before that CastTo seems to be really unreliable?

I'm doing a loop with multiple linetrace and then CastTo to confirm if the actors I'm looking for have been hit. It does work, but not consistently. With e.g. 10 iterations the cast only succeeds like four times, even though all 10 traces have hit the actors I'm casting to.

maiden wadi
#

Never once had a casting issue. Can I see your line trace/cast setup?

half shard
#

Yea, I've also hadn't had issue with Cast before, but what's confusing me here now is that it actually works, just not the full amount of iterations. Even though it should.

maiden wadi
#

@half shard Just out of curiosity, could you put this between your trace and cast, and make sure all ten are printing off true. Just replace the parent class with the same one you're casting to.

half shard
#

Uh, smart. And nope, it confirms the same behaviour with like 4 out of 10 being true, as in being the class I'm looking for. Thought that means the Cast is working, just my trace is not. At least now I know where to dig for the issue! Thanks @maiden wadi

maiden wadi
#

Anytime.

tight cobalt
#

Hi. I have this blueprint that allows to display widget on the screen upon standing in the area trigger, also removing widget from the screen when walking away from the area. The problem is if I shoot in that direction and bullet collides with the trigger area, it displays the widget for very short. How to limit 1st person character to being able to activate widget?

maiden wadi
#

@tight cobalt The easiest way to fix your issue is to put a branch on each of those events. Get player pawn and == it to the other actor, if true, do your other stuff.

#

That will keep it from firing unless the overlapping actor is specifically the player's character actor.

tight cobalt
#

@maiden wadi like this?

maiden wadi
#

Plug the bottom blue pin of the == into the "Other Actor" from the event, but yes, exactly that.

unique basin
#

Does anyone know if there's a way to get an in-editor event for when an actor is being removed?

#

I've got some actors which interface with another, and I'd like them to change something on the other whenever they're being removed from the world again

#

But since I'm in-editor, I can't rely on Destroyed

#

These two actor delegates exist, but I'm really not sure if I can get to them in BP?

atomic salmon
unique basin
#

That's what I was afraid of

#

That's a shame

#

I'd like to use it in a Blueprint project for the marketplace

tight cobalt
#

Plug the bottom blue pin of the == into the "Other Actor" from the event, but yes, exactly that.
@maiden wadi Worked, thank you so much for your time. Cheers

atomic salmon
#

@unique basin that event is editor only anyway, not sure how your blueprint project is expected to work

#

are you extending the editor?

unique basin
#

Yeah, it's all in-editor stuff

#

It can work at runtime as well

#

For which I'll just hook up the Destroyed event to the same execution

#

But the core purpose is to be an editor tool

#

@atomic salmon

#

It's a foliage-spawning tool

blissful nacelle
#

Hello there. I have kind of silly question but still hope that you will answer me. How can i make my bullets disappear after hitting static mesh? I already did a simple blue print that works on actors that are moving, but with static mesh not(

#

also tried to make cast on static mesh but gues i am doing smth wrong , also tried with hit events but still.. can you tell me at least the road?)

maiden wadi
#

@blissful nacelle The easiest way to make a bullet that will disappear with hitting anything is to create an actor with it's root as a mesh for collision detection, a static mesh or effect for visual, add a projectile movement component, and use event hit to detect what it's hit, apply damage to the other actor, and then destroy self

blissful nacelle
#

so i have to use hit event and deal damage to statich mesh, after that destroy the bullet correct?
@maiden wadi

maiden wadi
#

You don't "Have" to, but that is the general structure of a bullet actor.

dark swift
#

Can I use Bitmask inside of struct?

#

I don't see any Bitmask bool in integer

maiden wadi
#

@blissful nacelle Did that work for you? If not, show me what you have, maybe I can help.

blissful nacelle
#

In my bp of bullet i created this logic , now looking at settings of mesh. dont want to damage it. just hit event. dont understand what settings should be changed so that my bp will see this mesh. Bullets just go thrue... @maiden wadi

flint surge
#

Does anyone know if it's possible to create a C++ backing for an Editor Utility Blueprint?

#

It doesn't seem to like being inherited from

supple dome
#

use static functions

#

instead of directly inheriting

flint surge
#

Static functions? Like a BP function library?

maiden wadi
#

@blissful nacelle What are you trying to do with the static mesh when the bullet hits it?

blissful nacelle
#

@blissful nacelle What are you trying to do with the static mesh when the bullet hits it?
@maiden wadi Nothing) I just want see bullets disappear after hiting anything on the road.

maiden wadi
#

@blissful nacelle You don't need to cast to anything then. Just use EventHit>DestroySelf

blissful nacelle
#

@blissful nacelle You don't need to cast to anything then. Just use EventHit>DestroySelf
@maiden wadi I tried already . Even now did it , bullets just go true static mesh. guess there is a setting somewhere , but i dont know what kind, why they dont hit mesh

maiden wadi
#

Then your static mesh or your bullet's collision channels aren't matching up. Your bullet needs to block the channel that your static mesh's collision is set at.

blissful nacelle
#

at this moment on collision of bullet i have overlapalldynamic, because i have some bp with overlapping dynamic actors. will try to use other then and see what happens

maiden wadi
#

For something like a bullet you should generally use Collision Enabled (Query&Physics), and for the most part, use block for the responses.

tight cobalt
#

How can I display this variable on the screen using the widget bp? I have 5 boxes that player is able to collect, also i have a cave that requires all 5 to be collected in order to be opened. This part works fine..Now I would like to display the number of collected boxes on the screen using widget instead of just printing them on the screen.

#

I tried creating widget with the text box, but when I am about to create binding, I cant seem to find my variable.

maiden wadi
#

You could add a reference to your character into the widget, or just get player character, but a reference is cheaper. Get the variable from that and update the binding.

flint surge
#

Does GetAllLevelActors return the same thing as GetAllActorsOfClass( with UObject)?

#

Or I guess with AActor

tight cobalt
#

You could add a reference to your character into the widget, or just get player character, but a reference is cheaper. Get the variable from that and update the binding.
@maiden wadi I am sorry but i don't know how to do that. any link that might help?

maiden wadi
#

@tight cobalt Where are you creating the widget and adding it to viewport?

tight cobalt
#

At the start of the level

#

AS soon as the player spowns/level loads.

#

Oh sorry I didnt read properly

#

I want to add it in the level blueprint.

#

On event begin play

maiden wadi
#

Kay, go into your Widget first, add a new variable make it a type FirstPersonCharacter like your character blueprint. Name it whatever you like. Then go to where you're creating your widget, drag off of the create widget return value just like you do for AddToViewport, type your variable name you set in the widget and set it there right after AddToViewport, plug in your character Reference, then you can use that variable in the widget to get the variable from the character to update that binding.

blissful nacelle
#

@maiden wadi or i am idiot or there is smth more with settings. I blocked and ignored all in bp of bullets . but bullets still go thrue ...

maiden wadi
#

Does your static mesh itself actually have collision?

blissful nacelle
#

Does your static mesh itself actually have collision?
@maiden wadi gues i found. dont know why but i coudnt find colision on simple targets. will try and write again later

maiden wadi
#

That I'm not sure about. I don't use geometry brushes very often. In fact I don't think I've used a geometry brush since UE3.

blissful nacelle
#

That I'm not sure about. I don't use geometry brushes very often. In fact I don't think I've used a geometry brush since UE3.
@maiden wadi Yes gues that is my problem. will try to mix settings and will see if it worcks. at least i found them)))

umbral cape
#

Hey folks, my blueprint sometimes works and sometimes doesn't depending on the value the delay node has, as shown below. If I go over 2.2seconds it just doesn't load the level anymore and it just stays on the loading screen widget and I'm baffled. Does anyone have any idea about what's happening here?

blissful nacelle
#

ok now it is not funny at all. i switched off my collision at all, why the bullets go throe? @maiden wadi

maiden wadi
#

@umbral cape I can't get the same effect. Does this happen even without the widget nodes, just with Delay and Open Level?

#

@blissful nacelle I don't understand what you're asking? You turned all collision off, they won't collide with anything.

tight cobalt
#

@maiden wadi Like this? For some reason my widget doesn't display any number on the screen.

#

Tried connecting it to event begin play too..same .

umbral cape
#

@maiden wadi no, without widgets it's working fine

maiden wadi
#

@tight cobalt You don't need to create the widget more than once, event tick is just going to create a new widget object every frame. Is this in your player blueprint?

tight cobalt
#

No.this is the level blueprint

#

Should I add this in the player blueprint?

maiden wadi
#

@tight cobalt Put that widget creation on beginplay. And where you have FPSConnection, You need to GetPlayerPawn>CastTo yourcharacterclass, and plug that into the FPSConnection

#

@umbral cape Very odd, I just set it up exactly like your's with the float at 3.0, random widget created and added. It seems to work fine. I can't at all explain that. If you print off that float before the delay, is it showing the right time? What about after the delay, does that ever print, and the rest of the stuff never happen?

#

@umbral cape This runs and opens the level fine. I'd check that float variable, try a different widget, or hard to say what something like that ends up being.

umbral cape
#

I'll test it and get back to you

tight cobalt
#

@maiden wadi Okey it works now. Damn.. Now I ahve different issue. Because I used remove all widgets when i get out of the trigger area, it removes all widgets from the screen including this one haha

#

Need to fix that now.

#

To get the idea ,,this is the project.

#

How can i incorporate remove from parent. I tried using it but it started giving me random errors.. not all the time.Bcecause I ahve to use it 2 times, one time to remove msg that says to press E to inspect..and another time when player actually presses E for the second time to remove map from the screen.

umbral cape
#

if I print the string before the delay, and it prints it just fine, but after the Delay node it doesn't print anything out

zealous moth
#

what is your delay var value?

umbral cape
#

And it's not widget dependable, it stays the same whatever widget I use

tight cobalt
#

@maiden wadi Can I use remove from parent to remove 2 widgets at once? I tried like this..but occasionally it gives me error..Not all the time.

umbral cape
#

I've had it on 2.5 just now when it wasn't working, and any other higher value isn't working either.

latent junco
#

What's the best way to 'tag' an actor as belonging to a certain player in either a Local- or Online Multiplayer scenario? Setting a variable on the actor that holds a reference to the owning actor? Or is there some native functionality for that?

#

(also applies to actors placed in the level, not spawned through code, since there you can specify an owner as far as I can see)

tawny tinsel
#

clicking on the axis dont scale object

#

and its not locked

tight cobalt
#

How can i remove this widget from the screen upon leaving the overlay area? Why the Remove from parent doesnt work?

latent junco
#

@tight cobalt try storing it in a variable when you create it and then remove it using that variable

tawny tinsel
#

maybe it created it self twice what if you plug in another remove from parent

latent junco
#

^ This, I think. When you plug it into that previous code, all of that code gets run again

tight cobalt
#

maybe it created it self twice what if you plug in another remove from parent
@tawny tinsel Nope..tried with 2. Its the same.

#

try storing it in a variable when you create it and then remove it using that variable
@latent junco How to do that? I am newbie.

tawny tinsel
#

you can drag out from create variable the blue dot and then is should say promote to variable

#

i think something like remove all widget of class node would work perfectly but idk how to set that up

blissful nacelle
#

@maiden wadi Well I can say that the problem is solved mainly. now worcks fine. But one thing i still dont understand. look at screenshots. on 1st one there is a rock and collision settings. and near one is other thing with same settings. same project , same place, same bullets same character. But with rock bullets go throe , when with white statue they disappear as they should .... this is a bug or what? Anyway thx for help. problem mainly solved as i said before

latent junco
#

@tight cobalt drag off the Return Value on the Create Widget node, select Promote To Variable. Then Get that variable to removed the stored widget

celest eagle
#

Anyone know if its possible to get the instanced mesh number of a mesh you collided with.
So if I instanced 10 cubes and collides with the 7th one how do I return 7

maiden wadi
#

@blissful nacelle The rock mesh might not have collision. All you're doing is setting collision settings, but if the model itself doesn't have collision drawn in, the settings are affecting nothing.

blissful nacelle
#

@blissful nacelle The rock mesh might not have collision. All you're doing is setting collision settings, but if the model itself doesn't have collision drawn in, the settings are affecting nothing.
@maiden wadi got it. then problem totally solved. i didnt knew that. Thank you very much

tight cobalt
#

@latent junco It doesnt work. I made it and still didnt remove it. But upon checking print string it seems like its making 3 of these widgets.. Any idea why?

latent junco
#

do a check to see if the widget exists before you spawn it

#

one sec

versed sun
#

@celest eagle you can break a Hit result and use the Hit Item as your index

latent junco
tight cobalt
#

Yea..I had it like that..It seems like it doenst work..

scarlet pumice
#

Hello, does anyone know how to start a multiplayer game from UMG Blueprint? I am calling Load Level, but it appears to start it in Standalone mode, not Listen.

tight cobalt
#

I added do once node before making the widget..then added to reset after the remove from parent.

#

Seems that fixed it..

#

Stil ldont understand why it printed hello 3 times after add to viewport.

#

Its working now..I guess its alright

#

Thanks everyone.

latent junco
#

@tight cobalt keep the BeginOverlap and EndOverlap code separate from each other, dont connect nodes between them

#

nodes get executed backwards, it'll start at the last node and the run everything before it

frank anvil
#

Anyone ever have an issue with their Project Settings Inputs no longer updating? For instance, I have an Action Mapping to A but if I switch it to B and play the game. A still does the action and B does nothing? Also the keys look correct in DefaultInput.ini

latent junco
prime berry
#

I'm sorry, but shouldn't this keep spinning? it spinns up to 90ยฐ and then just jitters in place

maiden wadi
#

@prime berry You need to use add local rotation. You're gimbal locking.

prime berry
#

yep that works

#

thanks ๐Ÿ™‚

analog lintel
#

Hi! I'm trying to make a paper character controlled by mouseclick, already managed to make the idle animation and the walkforward animation, but i have no clue on how to proceed to make the walkin back animation and the walking left and right animations when i click on those directions. If someone could help me i would really apreciate ๐Ÿ™‚

#

My paper character is on 3D map btw

meager ocean
#

Hey guys, I am pretty new to Unreal and I am trying to find a way to make a brick constantly damage the player by a small amount

#

Let's say 1 a second or so, how would I go about doing that? I'm currently looking around online but maybe I am not searching for the right thing

prime berry
#

a brick?

#

like is it laying on the floor and when you step on it it hurts you?

meager ocean
#

Yeah, some invisible thing I put on the ground and when the player walks there he gets slowly damaged

#

Yeah

prime berry
#

oh

meager ocean
#

Thanks, will take a look now

#

Yep exactly what I need, thank you mate!
Didn't know the name

maiden wadi
#

Basically make an actor with a collision volume and on overlap, apply damage every second.

meager ocean
#

Following that tutorial and it seems to be working!

indigo zenith
#

does anyone have another idea how to get this right: i have a clothing piece helmet, with a true first person. so the helmet is clipping trough the camera. i setted the helmet to "owner no see" this works as intented but... it also completly not rendering, thus the shadow is not visible on the walls. what am i missing? anyone has a suggestion?

maiden wadi
#

@indigo zenith Does enabling the "Hidden Shadow" on the mesh work?

prime berry
#

@indigo zenith turn of "Render in Main Pass" on the mesh?

indigo zenith
#

lemme check both of those options, thx for answer

prime berry
#

both seem to behave the same when I test it, I wonder if there's some technical difference

indigo zenith
#

thx, that works flawless

#

i gotta try in multiplayer if there is difference in behavior @prime berry

prime berry
#

I'd say multiplayer shouldn't make a difference for this

indigo zenith
#

its fine indeed

#

thx for answers

spark steppe
maiden wadi
#

@spark steppe Not sure, that's a Materials question for the #graphics channel.

spark steppe
#

thanks, wasnt sure which channel to use

marble agate
#

Hey guys! I've got a question, I'm working on a game with an overworld map, kind of like Super Mario World? Could I get some ideas of how to check if the player has cleared a level? I have been wasting hours trying to figure this out

maiden wadi
#

If I was making something like that, I'd probably just make an array of structs with the level names, give them an integer for reference, and that lets you save other information from the level if you want, like if they got three out of five stars, or collected x amount of things, or died ten times in the level before completing it. Keep that in your game instance.

strange stream
#

Okay so a progress bar goes from 0 - 1.. I'm trying to make a cooldown system for my abilites, but I have no idea how to convert my cooldown in seconds (which is 3,3 seconds) to a 0 - 1 value.. does that make sense?

marble agate
#

So, in my game instance, make an array for a structure, that houses variables such as completion, etc?

maiden wadi
#

@strange stream If I'm not too tired to think straight, I'm pretty sure it's just Current time left divided by max cooldown time.

strange stream
#

So I need 2 variables for just one cooldown?

marble agate
#

Yeah

strange stream
#

I'm basicly trying to find the percentage of 3,3 seconds on a 0-1 value

maiden wadi
#

How are you finding out your remaining time left on the cooldown?

marble agate
strange stream
#

After I use the ability a timer of 3,3 seconds starts. When that timer is done I can use the ability again. But I need the progressbar to update along with the seconds, if that makes sense

rare gale
#

Anyone around that can explain custom collision channels to me? I created Enemy and Weapon just to try this out. I have my enemy mesh set to Enemy ignores all object channels and overlaps Weapon. My player's sword is set to Weapon, ignores all and overlaps Enemy. However, I get no overlap response. Is there something I need to do to make those channels work?

marble agate
#

@strange stream Try that out, thats literally what I needed done as well

maiden wadi
#

@rare gale Can you show me the two collision settings on the objects?

rare gale
#

yeah, one sec

maiden wadi
#

@strange stream Yeah, you're not getting away without two variables. Tick is a great place for that stuff because it gives a constant input of a number representing time.

strange stream
rare gale
#

Hmm, looks like they disappeared. Trying to re-add. Maybe they didn't exist correctly before?

#

Ok, WTF? The custom channels I create in Project Settings keep disappearing. Is this something possible in a BP only project?

marble agate
#

I've never had that issue?

maiden wadi
#

That works. I personally run that stuff on tick. I'm not a huge fan of timelines. They update even faster than tick does and I don't feel like too many things need to be done faster than a frame render.

marble agate
#

are you saving after you make them?

rare gale
#

How do you save it? It's in the Project Settings menu. It's checked out, but there's no save button. I've done ctrl-shift-S, but nothing saves

marble agate
#

Normally I would just use the CTRLshift S, but if that doesn't save, just get out of the project settings and press the save button itself, maybe that could help.

maiden wadi
#

You might want to make sure your DefaultEngine.ini isn't set to write only for some reason. I think that's where custom collision is saved.

rare gale
#

think the file was not checked out of P4. Trying that now

#

yup, that was it... ok, re-setting up to see if maybe that was the issue with making this work.

marble agate
#

Hey, @maiden wadi Could you go a little more in depth on how I could write those variables to that struct array? I've got the struct set up with the name and such.

rare gale
#

Well, looks like that worked. That's cool, thanks all ๐Ÿ™‚

marble agate
#

Glad you got it fixed! gooner!

strange stream
#

Using the method I showed I now have a reversed cooldown system.. The ''Fire Rate'' value at 1 is 1 second. At 2 its 1/2 second. At 3 its 1/3 seconds ectect.. is there some math I can do before the ''New Time'' so I can put fire rate to actual seconds?

#
  • 100 or / 100 or something?
surreal latch
#

Hey guys, anyone know of any tutorials or documentation on how to go about making a blueprint that would make an object behave like the globe in google earth

#

Im only looking for basic zooming on scroll and panning around an axis

meager ocean
#

Hey guys

maiden wadi
#

@marble agate Depends on how you go about it. You can just keep an integer in your levels to let you know which level is which. Like level1, keep a 1 there. make a little function in the game instance. In the level Getgameinstance, cast to your custom game instance, call that function and input your level integer along with whatever other inputs you want. In the function in the gameinstance you can -1 the integer for the array(So level1 goes to array slot 0, unless you have a level 0), and set array element from the -1 integer that's passed in along with the other information passed in from the level.

meager ocean
#

I got a healthbar in my game and an event any damage and I am trying to test it with a pain causing volume. It seems to work the first time I run into it but it doesn't update past the FIRST damage.

#

Any idea what could the issue be?

#

I am not managing to figure it out

maiden wadi
#

You mean you want it to damage it every second or so, but it's only applying damage once and then stopping?

meager ocean
#

yes

#

maybe it is the healthbar that is not updating, I am not sure

#

@maiden wadi

maiden wadi
#

Show me your damage event and how you're handling it.

maiden wadi
#

That all looks perfectly fine, what about where you're applying damage?

meager ocean
maiden wadi
#

Oh, wait.

#

You need to take CurrentHealth - DamgeTaken, not MaxHealth-DamageTaken.

meager ocean
#

Thanks mate!

#

Just one more bug I noticed

#

If my health is 0 it doesn't kill me

#

it needs to reach -1

#

Can you take a look at that too mate?

#

@maiden wadi

marble agate
#

Of course you don't need two variables for it, you can manually set the max if you'd like.

meager ocean
#

Let me check, I am very new with this

#

Okay?

marble agate
#

Of course!

meager ocean
#

Bit confused on what you did, can

#

Yeah, thanks

#

Hold on

#

Seems a bit confusing to me what you did @marble agate

#

On the other hand I seemed to have fixed it temporarely

maiden wadi
#

@meager ocean Set your health before the branch. Then check if, if <= 0 is true destroy actor. Or if you prefer that way, check if CurrentHealth - damage <= 0 , then branch.

marble agate
#

Ooh yeah! I didn't spot that at first

meager ocean
#

Trying to process what you said while looking at my nodes

#

Give me a sec, I'm very slow with this

marble agate
#

All you've got to do, @meager ocean Is just as Authaer said, set the health first, THEN check if the health is less than or equal to 0

meager ocean
#

So put the set before the branch

#

and connect the false to nothing?

#

Yep, got it!

#

Thank you both!

#

I'll most likely have a lot more issues with this as it is for a graded project so I'll post here more, or maybe I can message you guys privately if you have time, let me know!

marble agate
#

Absolutely! I'd be glad to assist when I can!

meager ocean
#

Thank you mate!

wide helm
#

Hi guys, i'm having issues with the localization dashboard. I created a fresh test project, with an UMG with a localized text, and then in the localization dashboard i'm tryint to gather text but it does not found any word

#

here my settings

marble compass
#

Hello, i'm having this problem were i store values in a game instance but when i get the game instance in the UMG code, it doesn't have those values

ebon gull
#

Hey guys, I was wondering if anyone knows how to dismember bones. is it possible through a mesh using "constraint bone" node?

lethal night
#

Im not too sure if this is where to ask this but its in blueprints so ill go ahead. I have setup audio settings but for some reason when I set the volume to 0 using the slider it will not turn back up again when I move the slider. However, if I never set it to 0 it works as intended going up and down as I choose

#

Just to clarify, im using Sound mixes and classes

maiden wadi
#

@marble compass Have you casted the game instance reference to your game instance type?

marble compass
#

yeah i did

maiden wadi
#

@lethal night Haven't done a lot with audio, but one search says something about enabling "Virtualize When Silent" in the soundwave. Other than that, I'm unsure.

marble compass
#

i noticed something new, if i do print a value from the game instance in the game mode it still prints the default value even though i set it on the level blueprint. but if i print it from the level blueprint it prints the correct value.

#

so it only prints the correct value inside the level blueprint so far

maiden wadi
#

Can I see where you're updating and printing the value?

marble compass
#

the result is 0 but i set the value to 1000 at the start

#

nvm, fixed the bug

#

it was just a wrong linked node inside the setting function

lethal night
#

well Ive gotten my sound to work

#

but now only one slider works lol

#

This is the widget stuff

#

This is the mix

#

Sound classes

lethal night
#

Damn this sound stuff is so confusing

atomic prairie
#

Hello, i've add a video and a sound into my widget. When i press the button the video stops but my sound continues to play, how i can stop my sound?

#

This is my Widget Blueprint

tight schooner
#

@atomic prairie If you use "spawn sound 2D" instead of "play sound", you can get the Audio Component Object Reference and use it to stop playback

#

(not sure if this works for widgets though...)

atomic prairie
atomic prairie
#

Okay it's work thanks @tight schooner!

wind harbor
#

Does anyone know if there is a way to do this?

#

I feel if I could do that I could make a post effect with a unique lighting

#

And I really like when games have a unique look

rigid quest
#

Hello guys.

#

Might be a very stupid question but, I'm trying to figure out how I can allow players to hold down a key and continually cast an ability so long as they keep it held down and still have mana. The only method I found was using event ticks and running the logic as long as the button is pressed down (which that information is stored in a boolean variable). But of course this means that instead of waiting for the animation or skill to fully complete, the player can activate another instance of the ability and spend resources early.

Can anyone help me on this?
First half of the logic.

tight schooner
#

@atomic prairie Yeah, you can store the reference into a variable as well for later use. But whatever works.

fallen glade
#

is it possible to completely enable/disable a movable light through blueprint ?

static charm
#

yes

fallen glade
#

How? I can only set intensity to 0 but it seems like performance wise is still there

chilly jacinth
#

is there a way to subscribe to animnotifies and animnotify states in classes other than animinstance?

static charm
#

i'd have to open my project and look what i did. might be some combination of Enable component set to off, and or setting intensity AND shadows off

#

shadows is the biggest performance cost

fallen glade
tight schooner
#

@fallen glade set visibility?

fallen glade
#

@tight schooner that's it, thank you !

static charm
#

oh yeah my code was only turning off shadows (because i wanted the areas still visible to have lighting but better performance by turning off shadows for those farther away lights. saved me about 20-30fps)

tepid orbit
#

Did they remove Alt+Leftclick as a duplication method, or is it a setting I need to enable?

formal blade
#

does anyone know of a method to get smooth camera input rotation without using a spring arm component?

vocal urchin
#

This doesn't work, and I've confirmed that Current and Target are different transforms. I have no idea what's wrong with it. Any ideas?

tight schooner
#

interpolation but... on a do-once? Shouldn't that be run on tick? (Esp. when delta-time is involved...)

#

If your transforms are weird, maybe check if one is relative and the other is world-space

#

they should both be relative or both be world

vocal urchin
#

So to give some context, I have a camera movement system based on an input axis, and I'm trying to come up with a nice camera drift movement when the player releases the key

formal blade
#

sounds exactly like what I've been trying to do

vocal urchin
#

So, I'm taking the last position when the player releases, doing some math, and predicting where it might be

#

And then trying to interp

#

The first time I tried it, the camera zoomed off into the distance

#

So I thought a do once would fix that

tight schooner
#

sounds like a world/relative issue

formal blade
#

the interp to needs to happen over time, a do once will only interpolate for one frame and then stop

#

that being said, even without the do once I'm still having issues. at the moment the camera just rotates really slowly and with no kind of smoothing

vocal urchin
#

Ok, well when I take it away, the math in my prediction speeds up and exponentially increases the interpolated distance until I'm zooming at lightspeed through the world

formal blade
#

yeah

#

this is what I have at the moment, which isn't working

tight schooner
#

As far as smoothing inputs go, it's possible to interpolate (or otherwise smoothen) the input axis values rather than the resulting action by abstracting the input into a variable.

formal blade
#

that would be a lot cleaner if that's possible

#

how would I achieve that?

tight schooner
#

Maybe there's some built-in way to do that, but I'm not a BP expert. So the manual way would go like...

cobalt ferry
#

You almost always want to avoid finterpto

#

Use finterpto constant

formal blade
#

I did notice there were two, what's the difference?

cobalt ferry
#

Finterpto constant is not frame rate dependent

tight schooner
#

on tick or on a tick-like input axis event --> set [an abstracted input axis float variable]. And you use that variable in conjunction with an interpolation node of your choice to set it

#

and yeah, Delta Seconds has to be involved in some way

formal blade
#

fair, didn't make a difference though

cobalt ferry
#

What is ideal here? You want it to interp faster?

formal blade
#

I want the rotation of the camera to be smooth according to user input

#

@tight schooner so keep the last value of the input variable and use it for the interpolation?

tight schooner
#

yeah, you set the variable with some mix of itself, the live raw input axis value, and delta-seconds determining the interpolation strength

cobalt ferry
#

Idk what you mean by smooth really

formal blade
#

camera lag on rotation

#

which I'd normally do with the spring arm component but that isn't working at all so I have to try alternative means

cobalt ferry
#

Proper lag would require some buffered history

#

But using a spring sim in bp at a fixed rate may get you semi ideal results

#

Renzus approach is worth considering though

tight schooner
vocal urchin
#

Ok, update. I fixed my math and the "zooming to infinity" issue, but now I can't get it to stop interpolating.

formal blade
#

@tight schooner where would abstract lateral axis be set?

tight schooner
#

imagine that offscreen there's a Set Abstract Lateral Axis node

#

with the lerp output connected to it

formal blade
#

gotcha, yeah that's a good approach, I'll try it

#

out of curiosity, why do you call it 'abstract' lateral axis

tight schooner
#

the 10 is like the smoothing "speed"

#

It's not the raw value. I'm not a computer-science person though so IDK what the proper term would be for that concept.

#

it's abstract in the abstract kappa

formal blade
#

@tight schooner worked like a dream, thanks!

#

@vocal urchin I'd recommend giving renzu's solution a go

vocal urchin
#

Doesn't seem to work for me

formal blade
#

may I see your blueprint?

vocal urchin
#

It just doesn't interp. Been staring at it for hours now, trying different things ๐Ÿ˜„

#

The math to get the "predicted" position slide is fine. That's not the issue anymore. It's just the darn interp. Doesn't do anything

formal blade
#

it won't, because that's not a tick event

vocal urchin
#

But I have delta time there

formal blade
#

doesn't matter, that code is only getting called while W is down

vocal urchin
#

So, I did try attaching that to event tick, and it shot off into the distance

formal blade
#

or released in this case

#

are you moving the camera according to an input axis or a key?

vocal urchin
#

an axis mapped to a key

#

I'm trying to get it to work before I just redo the whole thing and try to do it based on a key only, and no axis

formal blade
#

can you get an event to that axis?

vocal urchin
#

I don't understand what you mean

formal blade
#

an axis event, like this

vocal urchin
formal blade
#

perfect

#

okay, what you want to do is to FInterp Constant that axis value

vocal urchin
formal blade
#

set the current axis value as the target, and then create a new float variable called something like 'LastMoveForwardAxis' or something and set it as current

#

plug 'Get World Delta Seconds' into the Finterp constant

#

then you want to set 'LastMoveForwardAxis' (or whatever you called it) to the return value of the FInterp, and then you'll have your smoothed axis input to do whatever you want with

vocal urchin
#

Why do I have to use FInterp?

formal blade
#

that'll smooth the input axis

vocal urchin
#

whew, I'm lost

formal blade
#

instead of smoothing your result you're smoothing the input you're using to create the result

#

my camera will now rotate smoothly on the yaw because I smoothed the yaw axis

#

even though it's functionally just doing a direct add onto the yaw input

vocal urchin
#

So when you let off the key, it interps from 1 to 0?

formal blade
#

yep

vocal urchin
#

Alllright, now I'm tracking

#

I'll try that, thanks