#blueprint
402296 messages Β· Page 435 of 403
if you use damage from bullets, surely you must use an interface, no? apart from bullets, nothing else should have that interface
can one launch multiple PIE sessions?
I believe so
how?
@zealous moth @unborn turret
@slate wasp I assume you mean for multiplayer right? so increase the number of players
LogNet: CreateNamedNetDriver failed to create driver GameNetDriver from definition GameNetDriver
LogNet: Warning: Network Failure: NULL[NetDriverCreateFailure]:
LogNet: NetworkFailure: NetDriverCreateFailure, Error: ''```
I'm using my own netcode, any way to tell ue4 to ignore whatever netcode it wants to launch and just start two pie sessions instead?/
ugh perhaps but you might have to fiddle with some editor code
best ask in #cpp or #multiplayer or #editor-scripting
hi everyone i have few questions about blueprint
i have a closet and i want to open/close this closet with mouse interaction do you know how to do this please help me or can you show me some resources
Learn to google "open door ue4"
I've got this rope swing mechanic, but i'd like to know how i can adjust the length of it?
The rope acts more like a stick between target point and the character, which causes bugs and kills momentum if you attach it to something in the front while swining forward.
@urban compass I only skipped through these tutorials, but I would approach it with a physics handle component to grab things and a physical constraint component for the door hinge https://www.youtube.com/watch?v=OltZ-xFz8IQ
In this tutorial we take a look at how to pickup and drop physics objects using the physics handle component
Setting up some interactivity through physics axis constraints!
@ionic raft thanks a lot for helping
hi, need help from you guys. i need to do a thing: enable key press by pressing other key. like press Q to enable pressing E
@haughty axle look up the Gate node
@zealous moth thx will check it out
@vast quest if you are feel familiar enough with the physics constraint you can use the linear limits to fake a rope like behavior. https://www.youtube.com/watch?v=BT0jFArPtGM
the asset is my setup in UE4.23: it resets the reference frame positions of the constraint on begin play, so the rope length gets set by the distance to the target.
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a rope swing mechanism using physics constraints and the cable component.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&...
@zealous moth thx man again did with gate node, I bet is not how should be but it works π thx again
This is fun. Anyone else built a custom spring-arm distance setup based on controller pitch? I'm using a float curve to define custom distances at different pitches, curious if anyone else has a good approach
@ionic raft I used your video earlier to test earlier actually. Basicly what i have is something like a harpoon gun that sets a rope which you swing from. I made a separate actor BP with the cable+physics constraint. With the character being set to the location at the end of the rope every tick. However it just made things very glitchy, flying out of bounds that kind of stuff.
I couldn't find a good solution to it with all the "specifics" that come with constraints such as not having an enable/disable function, dealing with collision, constraints not allowing components from other actors and how i'm supposed to set my character to end of the rope without out-of-bounds hijinks.
when adding an item to a list in the UMG, you can get the list item object. Can you also get a reference to the list itself from the unit object?
guys me here again, i am getting error that my LineTraceByChannel can't find my camera in my main BP , and i have my main BP as reference.
@haughty axle it says your "Char REF" variable isn't set with anything, hence "accessed none"
i know that, you mean @haughty axle
yeah, wrong mention, my bad
ninja
i am trying to figure it out, i am too stupid for this stuff i do 3d π
Somewhere in your script you need a "set CharREF" node. The "CharREF" variable is just a container that can hold a reference to a specific CharREF that exists in your world, but your script needs to somehow get a reference to a certain one and set the variable before it can be used.
The error is basically saying "I don't know which CharREF actor you want me to pull data from."
aaaa.... thx @tight schooner this helps me
ok thx guys found the fault
one pin wasn't connected to set charref π
i feel like a monkey
hm, so if I trigger the custom event, I do get the print string, however, nothing downstream works and the checkbox is not set to unchecked
anyone wanna venture a guess?
@zealous moth Is your check state changed event being triggered from setting those Checked Equipped? variables?
Because that would be a loop
well this is my misunderstanding, the "on checked state changed" event can be called by manually clicking into the checkbox. however, I do not see how i can do it programmatically. This whole thing I set up was for an "unequip all" button; so it goes into my list and goes to all list objects and triggers their "unequip" custom events. The event however does not seem to communicate to the checkbox state... so I am not sure...
What do you mean by loop?
@zealous moth do you also check the checked state on the checkbox?
no, it forces all into unchecked state
@maiden field have you assigned it in the project settings?
yes
@zealous moth but there is a function to set the checked state is what i mean
did you print string at the event to see if it fires?
yes. any print on screen
@zealous moth
@zealous moth not sure if i ever used set checked state
@maiden field did you try printing this on event init?
what do you mean?
event init on the game instance
Is it possible to add component of arbitrary class? I have a list of classes from a struct I would like to add to my actor, but this doesn't seem possible from blueprints?
event init on the game instance
@trim matrix i didnt
@pulsar moss someone had this problem a while ago and ended up writing a script function for it afaik
ok thanks, so it's not supported I assume
i think there is only like an own function for each type of component
in bp
@pulsar moss if the amount of different component classes is not that much you could probably get away with a switch
@trim matrix thanks for the suggestion, yeah I'll avoid that, I can get away with the thing I want being an actor instead of component thankfully
and the function was called though?
yup, no go
while i got you on the line π is there a reason that my text remain static even though i bind them to a variable? is this only on construct only?
No idea, never used that
if i create a binding function, it will be called non-stop; i'd rather just call it once when needed or when changed
i always used settext
oh interesting
is this is a simple text element?
textblock
rich text block?
I am trying to make the StaticMesh rotate. Will the RotatingMovement component rotate the Collision Box as well? I cant see in-game but its behaving weirdly and I assume this is the reason.
yeah mb didnt want to confuse
UMG sometimes refers to the same thing with different names
to me it's a "text" field
π
@tepid orbit if you untick hiddeningame on the collision box you can see it
ah right, thanks!
@zealous moth yeah no the class is called STextBlock I think so you were right
Yup, its rotating in game. that explains the issue. Is there a way to make "rotatingmovement" component only affect the static mesh, and not the collision box?
no idea never used it
i'd use a timer function on the component itself
Im still super fresh, im following a guide and he said experiment with it so im trying to figure it out. Idk anything about the timer function, skeleton meshes, ect.
Thanks for the tips! ill test it out!
timers are sorta functions that can be called on and off
a good alternative to tick to save resources
@zealous moth What is actually rotating the staticmesh there? I tried this out but it isnt rotating whatsoever
oh derp
wrong function name
lol
What's wrong this?
everything?
O.o
if the pawn owner is the player character then the distance should be 0
I should've given more details
supposing you run this on an anmbp
This animbp is of a npc the other actor is the player
he isn't getting the pawn owner, he is getting the anim instance owner... is that even physical?
Aha I have no idea
did you print this on blueprint update animation?
do you want to get the distance between 2 actors?
try get pawn owner returns the pawn that has the skeletal mesh component with the anim bp afaik
i dont see anything wrong with that
do print string
if it's an npc it shouldnt
any error or something going wrong?
You know, I might've asked the question wrong :p
I'm a bit sleepy mb, lemme have a look into it for a moment. Thanks for the help tho
~~is there no node to get a specific index element of an array?~~nvm
@trim matrix in the end i will do a workaround i use alot with umg
I'll cast to my Player controller and save a placeholder value
and then have the other UMG element follow suit
not optimal but basically telephone
@zealous moth I for my part use simple setter functions on the widgets that get called on events, not exactly sure what you mean
i have tried using setters but they never seem to work on my end. instead the binding work
like a function with an input and the you pull the text element in and do a set text with it?
I cant access the variables with this cast. This is a screenshot of my AnimBP. I'm still a noob btw
Try Get Pawn Owner returns Enemy1 (I checked with a print). Is that alright?
I just want some variables man T.T
are the variables set to public access?
the small eye icon next to their name in the blueprint details
Thank you, that fixed it!
No wait I lied, I changed everything to public but still can access them
Does anyone know of any templates or tutorials for a zelda style gameplay?
I know what I did wrong, it seems that there are two blueprint nodes called Cast To Enemy1... But I also didn't set the variables to public, so big thanks still.
i got question yall.... how do i make lightsabers/swords that I can throw that can actually kill or damage you
through 3rd person template
How do i attach a socket to another socket? i tried adding an offset but its not consistent because of the animation?
can I have this true link to an event? (xxx beginoverlap)
i can drag the line all the way to the event, but thats messy, hopefully i can link directly to the event
make a custom event all call it from "True"
How would i get around not having "other actor" usable in this situation?
(in reference to the solution you mentioned, Rashed)
Idk how to carry over who triggered it, basically. A variable storing the triggering entity's ID I guess? if thats possible
Ooh thanks!
Hello everyone, Is it possible to set the slider values rather than values between 0 and 1 ?
for example : i want to make the first slider step as a value = 1 and the next step in the middle = 24 and the last step = 100 .. is that possible ?
as if the slider has only 3 values to snap on and each step has a custom value
you can do a select
What is paint context structure, and how do I create it?
I created a struct but there seems to be almost no documentation on this...
I suppose this is the right place to ask... I am making a 2D sidescroller and I want a projectile to shoot from an origin point within a character actor towards the mouse cursor position. I've been researching for hours to no result. Help would be appreciated.
And yes, with blueprints.
This is the last thing I attempted. Plays sound but projectile never appears.
is this what you're looking for ? Sorry if there is sounds i didn't watch the video back
mine is 3d so..
Lemme check real quick
instead of X and Y connect the direction you want the projectile to go
its 2d so idk it takes X and Y or XYZ?
I think X and Z, apparently Y is depth
then connect X and Z
What's the difference between get hit result under cursor vs finger?
under cursor is for mouse and under finger is for finger?
what finger is pressed
0 is the first and 1 is the 2nd...
if you have multiple fingers pressed at the same time
Ah okay I see where my lack of understanding is coming from. Thanks.
np
@hallow night It works, but I have to be in position 0, 0, 0 of the world. If, for example, I move to the left a bit from 0, the projectiles change to shoot only towards that direction.
video?
maybe get the X and Y of the forward vector of your orb and do a find look at rotation with start of orb and end of mouse position and use that rotation?
X and Z**
Alright this made it work, thanks a lot
thats great to hear! glad i could help!
You have no idea, spent so many hours trying to get this. Thank you, again
i think its better to add that sound to event begin play of the projectile.. so that you can just spawn any other projectile and it will play the shooting sound you want.. unless you plan to use 1 sound?
Well, right now the sound is just there for testing, I might change that a bit later. Still thanks for the suggestion
Im asking this question because i believe i will be using blueprints to make this work either way ?
My concept is for an animation viewer.
I want to use a menu to view different animations being played (it is to learn/critique skills in sports) it will be viewed in VR.
Do I make a duplicate level for each animation and have the manu open up those levels or is it easier to load in each animation Into the same level?
Bearing in mind I would want the existing one to go away when loading I the new one...
I would be grateful for any advice!
Is it normal not to be able to observe the index of a for loop in BP when stepping through?
My BP is acting funky and I'm trying to observe the index of the loop
It just appears blank for some reason
Does grid panel doesn't accept empty columns?
I have a loop that add widgets to a grid panel, but I need them to leave a column in between each widget ... doesn't seem to work. After some research and trail and error, I found out that this is the only possible reason
If that's true, can I change that behaviour from the bp? Or should i change the code of the gridpanel itself ?
does "resolution scale" not work in window mode?
Hi,
I have a little problem with some floats here.
I have a 1000hp component. And it should have several hit triggers. When 1 trigger has 5 x 20 damage or one big impact gives it 100 damage at once. How to do that it will not substract more value as 100 from the main hp component?
Hope I explained it understandable.
@hexed saffron No idea how your coding is set up, but if you're just sending a float to the mainhp thing, you could always just clamp it?
But maybe I used the clamp wrong. IΒ΄m a little bit lost here.
All a clamp does is force values to be changed to the closest edge of a range if it's not within the min to max. For example. If you plug a value into a clamp and that value is -2000, and your clamp is min -500 and max is 1500, it'll return -500. If you input -200, it'll return -200. If you input 2000, it'll return 1500.
Just curious though. If these are supposed to do the same thing, why are your variables reversed?
FrontLeftContainer and ConditionPoint are being set differently in your two squares?
I tested a lot around. Maybe I messed something up.
Okay let me see. The blue section should hit 1 time at low impact up to 5 times.
but if the red section get a high impact it should substract the complete number but not substract more then 100.
If a 2 low impacts was already made, itΒ΄s a damage of 40, so the high impact should not substract 100 anymore, just 60.
Which of those two is the one that shouldn't go under 0? Conition Point or the Container?
Oh Condition Point. The container is just a float I created with an amount of 100
I tried to limit the float container.
Okay. So for ConditionPoint, Get it, Minus your damage from it, and then clamp after the minus. Make the min of the clamp zero, and then set it.
So I donΒ΄t need the float "FrontLeftContainer" ?
I don't know. I don't know what you're doing with them. You're setting them both to the exact same number.
But you need to do that for whatever variable is the one 'taking damage'. Because then you'll basically be saying Container health is 60 because it took two hits already. Deal 100 damage. Take the 60, minus 100, normally -40, but the clamp sets it at 0.
Take Damage seems to kill the entire pawn whatever value I enter into damage.
So actually it is "Take Damage" Damage "20" and tell then to take this damage?
I don't know. Depends on how you have your damaging system set up.
I tend to use the built in applydamage/ eventanydamage stuff for this. If you have some custom setup, stuff changes.
I think I should watch some more tutorials then. Okay thank you very much. I think I also have to overwork the healthpoint component.
Question: What type of reference object do I need to be able to call GetFrameNumber from a blueprint that extends UOBject?
I've localized a drop by about 20 fps in packaged game using "Set hardware cursor" ... I can bring the game to a crawl by assigning it to a key and spamming it ... like 2fps. What is going on, is it a bug or am I doing something I shouldn't be doing in blueprints ?
so what's the point of the Tooltip on BP variables?
it does not actually work at all
@bright knot it's when you hover over the variable on the left
not sure why it isn't showing up for you there though
doesn't show up for me either
well it does show up there but having it show on hover in the actual graph is where it would be the most useful
I agree
macros and functions do it
just not variables, weirdly enough
perhaps worth a bug report
I need a way to detect static world meshes in a construction script, it works if I make a box trace, but I need to trace a more detailed shape
use a few line traces ?
I tried to use "Component Overlap Components" but its not detecting the world meshes
no, I need to "trace" a volume
have you set your collision properly ? what do you need it for ? what are you trying to do ?
yes
I'm using a procedural box mesh, I can move the corner to change the shape and I need to get the overlapping static world mesh components
this works... but I cant change the "shape" of it
i tried this, but its not working with world meshes
the procedural mesh is set to "overlap all"
so your mesh is only looking for static collisions
@odd veldt
also what collision type does it have itself ?
they need to match on both ends
the world static meshes are WorldStatic
I pretty sure the collision settings are all right
@odd veldt can you explain in general terms what you're trying to do?
like what problem are you trying to solve
I have a procedural box mesh in a actor and using splines to change its size and shape... and I need a way to get all "overlapping" static world meshes and it should work in the construction script
I mean beyond that, what are you trying to do that involves this? what's the context of this? what are you using the procedural box mesh for?
all what it should do is shown on the screen above ... I just need to get the meshes and give them a vertex color
@odd veldt Resolution scale works in windowed mode btw. (Or to be specific r.ScreenPercentage which is what my current project uses.)
I used a multi box trace first, but I can't make other shapes with it (like a trapeze)
yeah I'm still not sure what you're trying to do
I don't think you have the right approach, and I'm trying to understand what lead you down this rabbit hole
complex collision shapes don't exist as traces
I have no idea how to describe it easier, I just need a way to get all the placed static meshes what a touched by the procedural mesh
what is the real life context of this
like is this something you want to do in the editor? is it a tool for artists? is it something the player needs to do?
its just a trigger
yeah but you're not explaining the purpose for it
placing it in the editor and just adjust its shape
so why do you need a trigger? is it in the context of the game? I'm trying to help you here, I can't help you if you're being obscure about it
Are you kidding me?
Hey, I'm using LineTrace to Break Constraint, I was wondering what's the correct way of adding Impulse for it. when I do it this way, it goes in the wrong way
it's up to you. I don't have to help you.
Get overlapping actors
I need just this but using a mesh instead of the box trace, all other informations are irrelevant https://cdn.discordapp.com/attachments/221798862938046464/693863455832277022/unknown.png
@versed tinsel you probably want the impulse to be a function of vector normal
hm, it looks like it stays in place (not adding any impulse)
so if you multiply it by a float value, that will increase it's size/length. in your case, it will give the impulse direction and power
ah I see
the higher the number, the higher the "power". impulses usually need quite high numbers to work
I'll try to multiply it and let you know
it looks like the bones are going in all sorts of ways
oh actually it looks good now!
I had to use a negative number and now it looks like it works just fine
does it matter? I currently use "Normal"
normal is the normal from the trace, so it goes in the same direction as the trace. impact normal will be opposite that
or so I should think
it's the location of the impact
anything that doesn't have "normal" as part of the wording is a location
it shouldn't, but I guess it may depend on the trace
maybe, I use LineTraceByChannel
in either case then if it works with negative numbers then just use that
yep, it works great and I like the result, thank you very much!
@trim matrix i figured out the issue with the checkbox, i did not set it to the specific itemlist item, just general
I have been directed to programming with my question. so here goes..
Anyone able to point me in the right direction ?
Ill give some context....
I have made some animations of various sporting skills.
The intention being that they will go into my level where somebody will be able to view them in VR.
For educational purposes, they will learn how the skills are supposed to look this way.. and can view them from all angles.
I want to be able to call these animations in from a menu, switching between animations and characters as they are selected from the menu.
They should be located in the centre of the map where the player will be.
I could do with some advice on how this could work..
thanks in advance!
should I be spawning the character/animations in with a player start or somehow using a plane as an anchor, spawn the characters in and out of the level onto the plane ?
tbh it sounds like something you'd want to be doing in the animation tree
you should google how to use custom animations with a character
there are plenty of tutorials about that on youtube
and the animation graph
montages?
I guess montages could work too
I'm no expert on this, I would expect animation to put you on the right track
Well, I'm sure he got referred here because it is more of a programming than animating thing. He already has the animations, he just needs his model to play them and to switch models. Depending on your flow, you could make a 'spawner' actor that spawns the model as probably just an actor with a skeletal mesh. Use that as a reference point to create UI that can be used to change/play/stop/choose the animations.
Imagine you spawn into a game, there is a menu to your left, and a pedastal in front of you, the menu buttons are handstand, forward roll and cartwheel.
When you press handstand, a character model spawns onto the pedastal doing the handstand animation, then you press cartwheel, the existing character spawns out and the next one doing a cartwheel comes in..
thank you @maiden wadi im currently in the process of try to adapt this tutorial to what i need...
I figured animation would know how to graph this
Figured out the most simplistic system for spawning anything at the player's location. Thanks to the Epic designer who created the UMG Inventory tutorial series for showing how to do this.
https://www.youtube.com/watch?v=RQm6cm05SLc
Now I'm just trying to spread the love.
the spawning and everything is done programmatically but the switching of animations I wouldn't know how to make work
perhaps spawn with individual montages?
idk
In my mind the whole character will spawn out rather then stay and play another animation. (because in my noobness i gave them different skeletons..
You just need an actor, like maybe the pedestal as a spawner. Spawn a skeletal mesh actor at something like a scene component location, save it's reference in a skeletal mesh variable, make it play selected animation. Set up your buttons to check if the skeletalmesh variable is valid, if it is, destroy it. Then create your desired mesh from the button press and play animation. Set up your buttons with their desired mesh/animations and kabam.
looks like the procedural mesh does not generate a overlap event
yeah good point, you can just let the skeletal mesh play the animation. however will that work even without an animation instance associated with the character?
but it should, if I use a cube mesh it works, but it has the same collision settings
like the animation has to be stored somewhere, right?
thank you @maiden wadi I will spend some time trying to work that out, I will let you know if it works π
This seems to work just fine. I don't think I'm doing anything special there. Unless I'm missing something.
@maiden wadi you are some kind of genius!
where should i be building a BP like that ?
Is your pedestal already an actor or is it just a random mesh thrown into the level?
Honestly i was just in the process of trying to make a plane,and giving it an actor BP to see if i could spawn the animations directly onto it...
found why my procedural mesh are not doing what I want, it uses "ComplexAsSimpleCollision" and a mesh with this setting does not work... but there is no way to generate a simple collision
it works now! I just needed to use "Add Collision Convex Mesh" π
man, I always have this non mainstream problems and nobody can help me π
so @maiden wadi I managed to roughly get it to span with a tutorial that was made for a character spawning items onto the floor
spawn
I dont know how to get it to spawn onto the plane though so it spawns randomly in the middle of the map XD
if i was to use your BP (which looks awesome) how would i go about implementing it ?
try this maybe?
take the location of you player start (or whereever you want to spawn it)
@dapper cradle What you have there should work fine, so long as your spawn plane reference is not null. I don't know without testing, but I'm pretty sure if that's null, it'll just return 0,0,0 for location and that'd be the middle of the map.
Just tested, null reference makes a transform of Loc 0,0,0, Rot 0,0,0 and 1,1,1 transform. So likely your reference to the plane actor isn't set.
I cant begin to thank you guys for your help @maiden wadi and @narrow nexus I am getting somewhere now, but for the life of me i cant figure out how to make it spawn were i want it..
Oh so it didint work?
I have clicked on the basic plane in my scene and then put its coordinates into the make transform node
still appears in another location
If the node i have you works then just make a cube in the level , take the coordinations and paste it to the 'make transform' then you can delete the cube. Try this maybe
I manually entered the code because i am totally lost with regards to referencing the basic plane i have in my scene
i entered the location info for the plane in my scene
I doubt it's the issue, but try changing Collision Handling Override to always spawn ignore collisions
I think you're looking at local location?
yes, just giving some context to let you know what the object is i am getting the location info from
Wait, no, I looked at that wrong. My bad, that should be world location.
He's making a simple animation display to display sports movements in VR that people can walk around and watch in 3d. If I recall correctly.
Thats really cool tbh and i cannot help with anything. I am a beginner too and i diidnt even touch vr yet i guess ill leave at this point
@dapper cradle Can you show where the mesh is spawning in comparison to the plane? It might help narrow the issue.
O.o That's a little off.
XD
Can you make a quick thing to print on begin play, anywhere. Get All Actors of class, get that plane and print it's location?
I mean, it 'should' be where it says it is on the world outliner details, but if you put those in manually and it's spawning all of the way over there, bit odd.
Yeah, if that right scene is the root.
I feel dense that that wasn't my first thought.
@maiden wadi you are a saint, Thank you so much for your continued patience, I really appriciate it!
it worked by the way, and now i must log off
@narrow nexus you say you are beginner but you helped me out big time too so thank you too!
I can only hope there comes a day that i can help you guys out in some way!
I am trying to make simple planet gravity, and the pulling to the planet works, and the orientation. However when disabling gravity and enabling physics, the character doesnt orientate to the planet anymore
what should i do?
instead of disabling gravity
set it to almost 0
in calculus class, this would be a limit
but the problem is it isnt rotating it self to the planet anymore
it just gets pulled to it and bounces off
and flys in the direction it was headed
once enabling physics
fixed it
was using set actor rotation instead of set world rotation
new problem:
they dont rotate when they move
Hi everybody , I'm just looking for some guidance in regards of my blueprint : How can I set the relative location and relative rotation of the camera whitouth inputing the coord manually? The camera does not use Use Pawn Control Rotation. Thank you very much
maybe get the location of the object and input that
@tribal hill
with a get actor location
Is there any way to create 'Exposed on Spawn' variables for C++ classes?
Hello! I'm hitting a small snag. I want to drive two Animation Blueprints that at the moment have copies of the same state machine with different animations. I'm trying to cast from the one AnimBP to the other but I'm not sure what I must get as the object. Also... is this the right way of doing it?
when i click play the pawn rotates and gets pulled to the planet.but the problem is, when it finds the correct orientation to the planet, it stays like that.it doesnt update the orientation of itself when moving across the sphere
hey guys, how can i rotate this staticmesh around its centerpoint instead of its broken pivot/origin point?
why dont you reset its origin in the app it was made in
im following a tutorial that had the meshes precreated
Im not experienced enough with anything to do that yet :p and i wanted to focus on unreal for now
blender takes ages to learn and im near the end of this tutorial so i just wanna knock it out
@tepid orbit You can edit import settings to move the mesh and then click re-import.
ill check that out, thanks π
Is there any way to create 'Exposed on Spawn' variables for C++ classes?
To answer my own question in case anyone searches this server for the answer: Set theUPROPERTYmetaExposeOnSpawnto true. Example:
UPROPERTY( BlueprintReadWrite, meta = (ExposeOnSpawn = true) )
int32 somevariable;
Learning blender is not hard or take time.. Mastering it takes time
i remember it took me near 2 hours just to figure out how to basic functions like move an object or create a sphere lol
all the controls are bass akwards and hidden behind 2-3 key combos
All you need to know is how to extrude, grab, rotate, scale and save the file
@trim matrix that looks like c++.. also please use int32 not int
Standards and conventions used by Epic Games in the Unreal Engine 4 codebase.
I've been using blender for about 4 to 5 years now. I haven't made anything good. Even my low poly models are trash
@worthy frost Since I want to expose C++ stuff to blueprints, I didn't know which one is the appropriate channel.
But i know literally everything about it
ill learn it at some point but for now i just want to finish this tutorial, i dont have 5 days to learn how to move a pivot point in blender π its such a time sink to learn basic things in that program
im exaggerating obviously, mainly to show my distaste for that god awful design
Did you see blender 2.8?
last i used blender was about 1 year ago
@hallow night Wow, that's really useful. You don't have to look-up tutorials each 5 seconds.
They remade the whole ui
i believe i saw 2.8 and it was still confusing as hell. especially since guides were for the old version and made it even more impossible to use
i never used blender aside from 2.8 so the basic functions and controls were unknown to me
like i remember to pan the screen i had to press 2 keys and use the lmb
and to move an object i had to press a 3 key combo and rmb
so bass akwards
I learned blender before 2.8 and it was a nightmare but it didn't take more than a day or 2 to get used to the new ui.
noice
I started learning blender a week before 2.8 xD
I'm looking for a way to decrease the rotation rate of my npc's, am just using a Simple Move to Actor.
Currently the npc just rotates in a snap.
Hello! I'm hitting a small snag. I want to drive two Animation Blueprints that at the moment have copies of the same state machine with different animations. I'm trying to cast from the one AnimBP to the other but I'm not sure what I must get as the object. Also... is this the right way of doing it?
@crystal mural I feel like my question is getting lost amongst the Blender chat.
what would be the best way to go about creating a character like these gloves, with only constricted 2d movement moved by mouse? Any ideas?
@karmic kettle Oh I can answer this one! Your inputs should be set up to use Axis X and Y of the mouse for "Vertical" and "Horizontal". Then you can use the inputs in your controller to drive the motion in 2D.
@crystal mural thanks I will try that π
Here's one I prepared earlier.
@crystal mural niceeee
Anyone want to hazard a guess why the engine freezes completely, and shuts down when I add and try to compile this?
@carmine prawn is "testwithsockets" a skeletalmesh?
no, all 3 are static meshes
On a side note, you don't need the get mesh variable in the Select nodes.
in what way?
You're not even using them. You're selecting 1, 2 or 3, and it's 0.
Good point lol
If you needed the pin type, you can also just right click on the grey pins of a new Select node and select change pin and then select whatever you need, for times if you're not plugging anything in to any of them.
Not a clue though. Adding something similar doesn't affect my blueprints at all.
Am I doing this Cast To wrong? It's of a projectile that spawns in then disappears .
This is a screenshot of my playerBP
I try to edit the particle system, but nothing happens when I run this
Is there a way to get the listview item removed by the item itself? I have in my items buttons to use or drop them. How would I tell the listview to drop it from the list?? :/
@uneven dock yes you are doing it wrong. you cannot have an "owner" to a random actor. you have to specify what you are casting to. Casting basically means accessing a general class object. But that is abstract. You need to specify which one of those in the game world you are talking about. When you cast to your projectile, you have to specify, "hey, it's the projectile i spawned earlier, here's the variable reference to it"
Aaah I see I get it now. Thanks! Guess I'll look into how to specify it.
I currently solved it by putting the cast in the projectile class.
Weird. So far my testing into my issue hasn't shown any actual problems, other than when I add any more than 1 object into the select it freezes. Odd.
Ok so I am dealing with a broken project for somebody...no we cannot go back to previous revision because that somebody messed up git so bad...
Is there a way to get rid of invalid variables? ... messed up structure move and need to get rid of "Invalid type Array of Structures"
I would rather not recreate the entire BP... already fixed all the other compile errors
hm found it...
Reload
Think im going crazy here
but shouldn't the hit result on a cube be the projectile that hit the cube, not itself?
... what?
I would like to put a condition on my key R ''If we are in the TriggerBox'' how to put a condition in my LevelBluePrint which influences my FirstPerson?
you don't
you want each actor to be responsible for their own logic
if you have a triggerbox that needs the player, then you want to set the logic on the trigger box
using OnComponentOverlap or OnActorOverlap
I want my triggerbox activate only when I'm overlap and i press R
in the pinned posts of this channel there is a video on blueprint communications
watch that
thanks!
@odd ember I have a cube that I am trying to set the material of it with the material with whatever hit it
However, the watch on the break hit is returning the cube, which is what this bp is attached to.
what event are you using?
The "other" and "other comp" should return what hit the cube, I think
you're using the event hit on the wrong actor
it's the hitting actor that will want to pass information to the actor it is hitting
gotcha
not the actor being hit collecting that information
however yeah you can try with the other actor or other component, I guess they will give you the information? I don't know how consistent it is, but you could do a gate where you identify the actor hitting it
in which case you may get more consistent results
I'll just go with the way you said. Trying to learn simple things on my own without watching tutorials for now.
generally if you want it the other way consider using overlap triggers
as those are made for that purpose
hitting usually implies traces, which usually implies intent
overlaps are passive
@maiden wadi Thank you very much. I finally got it. There was still a problem in the code, very difficult to locate. It takes damage from TakeDamage just as you adviced. ItΒ΄s starting to work now. π
Sorry to interrupt. What would be the best method of creating multiple child actor components in a blueprint with different classes but pass variable values to it relative to what class it is creating?
@odd ember and I still use the other actor in the hit breakdown right?
overlaps don't generate hits, unless they're sweeping
something I don't recommend
but really it's rare that you'll need hits in particular
@lament cipher that's a good question and I'd like to know what is considered best practice as well. If there are a truly open-ended number of child classes involved then special-casing each one in the parent doesn't sound that great to me. Maybe have each child pull values from the parent? Or consolidate communication into a BPI call that has a bunch of inputs & outputs?
I'm no expert. Just throwing ideas out there.
I was wondering if passing all possibly variables into a "pool" and then using each blueprint to sort out what it needs was a good idea or not
possible*
depends on the context really
in a true ECS the behavior would be automatic, but UE4 isn't a true ECS
chances are that if components need to share variables like that, then they should be one component instead of multiple
at least in terms of OOP thinking
Essentially what I want to do is use an editor utility widget to expose a "library" of assets that can be selected, certain values can be changed and the click a button to add it to the currently loaded blueprint as components. The assets are pointing to blueprint classes but I want the list of changeable values to be based on the class that is being chosen. Any pointers on what I am trying to accomplish?
I'm not even sure what purpose what you're trying to do would solve. how would this be different than just adding components onto an actor?
I am creating an editor utility system to have a clean interface to add predetermined assets to a chosen blueprint as a prefab type system. It's meant to just be a simple editor interface
it sounds like you're trying to reinvent the blueprint editor
I'm just not sure what you'd get out of it
I'm sure you can pull variables off a component type if that's what you're looking for
(for the record, blueprints are already prefabs)
I'm not reinventing the blueprint editor, I am creating a simple interface to expose one feature of the blueprint editor for a client that doesn't want to go into the blueprint editor. I am just creating a workaround and would like to know how to pass dynamic sets of information. That's it
I understand that blueprints are basically prefabs. I am just attempting to learn more about UE4 in this way
I'm not sure you'd be able to that purely from editor blueprints, since these were made for extending the editor. but perhaps it's possible. but you may also be out of luck and having to do the entire thing in an editor module in cpp.
Fair enough
So there is no way to pass in like a wildcard struct from an object with information through to a child component?
I don't recommend really messing with the editor part of the engine, as it is at best, extremely tedious
generics don't exist in blueprint
what you refer to as "wildcards"
closest thing you'll get is class inheritance, but even so that's not going to help your particular case since you cannot inherit from structs
Right, so any idea to an alternative to what I am going for?
Sounds not worth it
I want to rotate my object to 90degres each time I press my key, do you know the node?
Get the actors current rotation and then add 90 to it. This is just setting it to 90 each time
add relative offset?
that'll continually add 90 degrees but won't give you as much control
i want rotate my object to 90 each time i press my key (so 0-90-180-270, 360...)
Then yeah, what either of us said should work
perhaps the node is called differently
I think there is a gate node that can help with checking whether or not you are overlapping
i try
I mean in terms of optimization there's plenty to be done
but this seems like prototype work
Would anyone know what this error means?
[2020.03.29-16.10.21:479][ 89]LogScript: Warning: FLatentActionManager::ProcessLatentActions: CallbackTarget is None.
perhaps
if you show the code
it's likely that there is only one possibility here and that is that you have a delay node in an actor that is being destroyed
@amber marsh
I try the both but It doesn't work
Ok I wrote what I want to do in BP, iwant my object to rotate 90 degrees each time I press R and when it is 270 add a condition
@odd ember hey cranz, brainstorm question for you: I made a listview with listview objects that have "use" buttons on them. Naturally, I want to use the item and get it off the list. I tried using dispatch subscription however it will always only record it on the last item added to the list. Do you have any ideas to work with it?
@atomic prairie the node you are looking for is "add relative rotation" and it ADDS the delta rotation
Thanks!
how do i constraint the bounce of physics movement to horizontal only? i created a boomerang and i want it to bounce only in the same horizon as it was originally spawned instead of going into a vertical direction. the game im trying to make is a top down game :S
Hello guys, any one knows how to count steps and log it? I want to make a xp system for the stamina bar too
@barren tide set constraints on it.
like locking to plane.
or custom plane.
XYPlane means it won't move up/down
only move on X/Y
anyone know how to do the hud effect that happens when you mash a button during quick time events
@trim matrix have you tried switch the UI image when the input is pressed and switching back when released?
like regular button switch to pressed button and then switch back
?
Or are you just trying to setup the widget?
https://youtu.be/lxq1caf_hfI?t=230 im trying to do this
MKXL Infrared Scorpion VS Real Victory Poses (Side by Side Comparison)
MKXL Pennywise VS Real Victory Poses (Side by Side Comparison) IT Movie Costume Mod
https://youtu.be/D2W-bQTRaJY
MKXL Jason VS Leatherface Victory Poses (Side by Side Comparison)
https://youtu.be/0RQVphDRj...
i got the programing of it working i just need to effect of the button to work
Ohh, okay, so you're trying to get the button prompt to display differently when the button is pressed, Correct?
How do I play a camera shake on just a single camera?
@vast lion The PlayerCameraManager should have a function for that.
@thorny marsh I've never used the player camera manager myself, as I designed my own book and camera management system, but that's interesting, I may have to take a second look at the pcm.
@digital cloud u know how i can pull something like that off
@thorny marsh I see the camera manager and where you can apply a shake, I don't see where you can apply it to only a specific camera.
I do, but I gotta get to bed, so I'll probably be on some point tomorrow but you create a custom event (or BPI) to switch the button prompt from unpressed to pressed and another that changes from pressed to unpresssx. And you might even want to skip the management actor and just put the logic directly in char BP. when you press the button, in your char BP, make sue you have a hud reference and fire the custom event when the button is pressed, and setup the other in a similar manner, but fire that second custom event when the input action is released.
I'll probably post a quick bp diagram for it then if you're still having trouble
@vast lion The PlayerCameraManager will apply the Shake to the current ViewTarget. If you Camera your talking about is the one that is the current ViewTarget it will apply the Shake to that one.
Since any other Cameras that arent the current ViewTarget wont be rendering to the Screen, you may need an alternative solution.
I see. I have a character with a 1P and a 3P camera that can be switched between. Only wanted to apply the camera shake to one of them. Sounds like I'll have to get creative lol
@vast lion are you having both cameras auto activate or are you switching between them manually?
The player switches between them by pressing the V key
If your switching then you know what camera is active, if its the one you dont want to have the Shake applied, then just ignore the call to Shake when its active.
@thorny marsh yeah that's was very much my train of thought, too
Will try that. Thank you guys
no problem, good luck!
@digital cloud gotcha ill msg you tomorrow if i still have a problem
sounds good!
does anyone have any recommendations for a good RPG tutorial?
is it possible to blend to another view with a camera component on the same blueprint actor?
for example, I have two camera components on a blueprint actor called BP_EnvironmentPawn - 'Camera' and 'InteractionCamera'
I want to be able to blend the view from 'Camera' to 'InteractionCamera' on BP_EnvironmentPawn
@formal blade I'd look into the player camera manager blurpint documentation. It's useful for advanced camera transitions and such
thanks, that could be it
anytime
hmm, couldn't find anything about blending views on the player camera manager unfortunately
Hi everybody, I'm just looking for some guidance in regards of my blueprint
How can I set the relative location and relative rotation of the camera without inputing the coord manually? The camera does not use Use Pawn Control Rotation and has Absolut Rotation . I want to bring the camera to the location of Mid , in the picture before attaching and reverse the process bring the camera back on the Camera boom of the Player .Thank you very much! . For more steps to reproduce the scene PM please.
The Cube is an object in the scene and has te blueprint in the picture attached to it. Mid is a child of the Cube's mesh
@formal blade Are you talking about just changing from one camera to another with blend? If so, you're looking for SetViewTargetWithBlend.
@maiden wadi it didnβt blend properly when the camera components are on the same pawn
No, for the behavior that I need I cant use SetViewTargetWithBlend
I think is just math, but I couldn't figure it out
Ah, fair, I missed the same actor part. To be fair, I need something like this myself. I'll make something here in a few minutes and share.
If you need more details please tell me it is a simple 3rd char scene with a cube.
I am looking into custom time dilation for an actor, I currently have this in the BP of that actor, will i still need to reference the actor to get it to slow down on button press ?
If so, im not sure how i would pin a reference into these nodes
this is the BP it is currently in
You would need to get the reference first, and then drag it's time dilation variable out of that.
Brilliant! thank you!
Any luck @maiden wadi?
Some. I think I'm about done. Turned out to be a little more complicated than initially though because you can't seem to just return the 'active' bool for a camera component.
Ive used this but havent seen any noticible difference in the speed of its movements.
@odd ember Aha! I will take a look at that then. SO I absolutely need to make sure all delays are resolved before I destroy something I think.
Begin Play
Set Next Camera Active Function
@tribal hill @formal blade Might be overkill for what you two needed. But this is what I ended up with for smoothly changing cameras in the same actor.
hacky, I like it! thanks
Fantastic! Thank you very much
Activating Event
TLDR, spawn a new camera actor outside of the actor, and then use your set view targets with blend.
Oh, whoops.
Forgot to plug in the temporary spawned one for the first set view target
No wonder it was jumping back on it.
Hmm. Found a bug already. Spamming it seems to leave temporary cameras. Might need to set a bool on press and change it after the delay.
π
Can you reshare the pictures with the blueprints after adjustments please? Thank you very much
Just changed that so that it wouldn't be usable again until the transition was done and the temporary actor was being destroyed.
Life saver! Thank you very much again
I was wondering why the custom time dilation wasn't working, I think it is because I haven't managed to reference the actor I want to effect..
When I right click on the man in the scene and select view references I can see that I havent managed to reference it in my time dialation
Possible. Put a print on the variable and print GetObjectName if it returns "None", it's not referenced.
Hey.... umm I am completely new to unreal engine and game dev in itself so I'm sorry to anyone who has to deal with me. I do need some help though.
I'm going to be wanting to make a game heavily inspired by Dead by Daylight and Last Year
We're generally pretty chill here, I think. What do you need help with?
Plug BPMann into the Get Object Name
I'm going to want to make like separate teams. One being the Killer and the other being the Survivors. I dont know how to make the two and have them have a separate like characters? I dont know the exact terminology for it.... so I'm very sorry...
I'm also wanting the killer to attack the survivors with a normal health depletion. But when the survivors health is 0 I want to press a button that will do like a "Finishing Kill" animation
And I dont want the survivors to attack back
Sorry for being so specific and picky
@dapper cradle Nothing at all or is there a "None"?
nothing at all
usuallu i would expect to see blue writing appear in the top left, nothing this time though
Well that's odd behavior. I'm used to that returning None with no reference. Display Name prints nothing. Object name usually returns None.
Either way, where are you setting the reference?
this is what I am trying to reference, and the BP for time i made is actualy inside this bp
inside as in, when i double click on this BP then go into its event graph
That's just a class. You have to get the reference of it that is spawned into your level. The easiest/simplest way if there's only one is to use GetAllActorsOfClass and Get a copy of index 0. Other ways included line tracing, sphere overlaps, collision detection, or best is keeping track of it somewhere when you spawn it.
What should I do?
@lofty moon So, in general, it looks like what you're looking for is a couple of pawns with different functionality built in. Single Player for this is tricky enough, but you also need to learn about the UE4 server model and replication for multiplayer. How much Scripting/Programming experience do you have?
Around none... I am completely new. But open to learn absolutely anything and I dont care how long it takes. I will push through. I am.... C O M M I T E D
But yeah sorry again bro. But anything you can help me with is majorly appreciated
In short, I would try to find some stuff to read on class hierarchy and inheritance to begin with. Classes and their Inheritance are a huge cornerstone to programming. For example. You're looking to create two different characters. These characters initally are Actors, then Pawns, then Characters, then your specific class. Actor>Pawn>Character>Killer, or Actor>Pawn>Character>Victim. Stuff like this is important to learn first I think because it'll help you understand casting, and help with not recreating a lot of things you don't need to. Like, I had no intention of making a city builder, but I found a huge playlist of a guy using Ue4 to make a city builder and just followed it to start understanding the engine. I'd say that's a big thing is just find some beginner tutorials and follow them until things click. Read some abstract programming ideology stuff. Stuff that applies to actual coding can also strongly apply to blueprints.
@dapper cradle Just after the event. You'll want to get that first. Then on the blue pin, drag off and Get(a Copy)
If you need help understanding specific stuff though, feel free to ask in here. People are usually pretty helpful when they're around.
Yep, then set BPMann before the Set with the Get.
do you mean attach the blue pin on the GET node to another BP mann reference node ?
Might be having a dumb moment here
it decided to work when i made a new get node, now itll actually connect
Hey, I've been working on a system that allows the player to slide objects on top of a character - think ice cubes sliding over skin. So far my approach has been to have a cube actor raycast to the complex collision of the character and then SetLocation the cube based on the hit. I was wondering if there's a better solution to this, especially if there's animation involved?
Two approaches I could think of but have no idea how to make work in-engine is to have non-mirrored UVs on each character and then tie the cube's position to a UV coordinate on the character or to transfer the bone weights of the character to the cubes once the sliding is over?
Does any of this sound sensible?
@dapper cradle Did that work for the time dilation?
Hey mates! π Small question:
In the Level Blueprint: I want to Pause the game using Set Game Paused node, and then unpause the game also using Set Game Paused. There is a Boole, for pause and unpause. So it should pause first, then Delays 1 second, then unpause.
But it's not working. The game pauses, but doesn't unpause.
Any idea how to get the Unpause to work?
I'd expect the Delay to also be paused when you use PauseGame?
event tick still works though
Yeah, depending on the actor this is in, you need to allow it to tick while paused.
According to Mathew Wadstein - the Tick does continue while Paused.
(the WTF is video guy)
its in the Level BP btw.
Any suggestion on what I can use instead of a Delay?
@serene zealot It will only tick while paused if you tell it to.
Maybe use DisableInput instead of SetGamePaused? Is that a possibility?
no, I need to stop certain things from happening.
Okay Authaer - any idea how I can do that?
Just go to your level blueprint. Click on Class Defaults at the top. Then on the right in the details panel, there's Actor Tick, click the little down arrow just under it and it'll reveal "Tick Even When Paused".
That should keep it from stopping your delay node.
Okay awesome, lemme try that. Thx Authaer! π
Sadly that didn't work π¦
πΏ hehe
Still doesnt unpause unfortunately.
It pauses okay, but doesn't unpause. π
I think the Delay is not ticking
When I press play it just says "1 second left" and doesnt change
Huh. I suppose that doesn't affect latent nodes at all. Just tested even with Set Timer By Event. Event Tick still works fine, but all latent nodes are still paused.
@maiden wadi I don't seem to be getting anywhere with the time Dilation, I'm beginning to think that I am going the hard way about it π
There must be a way to Pause and Unpause the Set Game Paused, based on a simple time input lol
I see a "Delay" is a "Latent" node.
Well, a lot of people set time dilation to like 0.0001 or something for their pausing effects. Pause game is meant more for like, stop all this stuff, I need to afk.
@dapper cradle Are you trying to slow down your model playing the sport animation based on input?
Yes that is correct @maiden wadi
here is what i was thinking..
it would be nice not to have to keep your pointer on the animation to slow it down.
@bright knot Thanks for the help yesterday! Looks like a clean build did it! Now time to test if my idea is implementable in this version of C++ π€£
So the goal was to slow it down with a button press.
I looked into global time dilation but i dont want to slow the person in the vr headset down as it would cause motion sickness
You could always do a trace and check. If traced actor == class, set new time dilation.
You'd do that in your vr pawn or player controller, either one.
@serene zealot Just curious, what was the pause for on that?
So...
@maiden wadi Im interested in that mehtod, worth a try!
how do i get that node up
nothing comes up with a right click
Its just that, the Level Loads, before the Loading Screen dissapears. And the Player Character plays a Sound Effect at Begin Play - so currently the Sound Effect plays while the Load Screen is up. I just want to delay the Level start
the if traced node
Thanks for trying to help btw Authaer. π ( AFK 30 mins back soon )
@dapper cradle This is a pretty standard line trace. It just takes the camera's location to start, and traces in the camera's forward direction 100,000 units. You can replace the camera with a pointer from your VR hands or whatever if you need to. And then it basically tells the trace to ignore the player pawn entirely so it doesn't hit it.
You also probably don't need 100,000 units. 500-10,000 or so should be fine.
Brilliant thank you! I will have a good look at that and let you know if i managed to sort it out π
Do that and turn on Draw Debug Type to persistent, make sure the trace is going where you want it, then we can do the hit stuff.
Im back. π Authaer got any ideas what i could use instead of a Set Game Paused. Could I for example slow down time to really slow for just 1 second?
That might work. Other idea is waiting to spawn and possess the pawn til the loading is done. You could even do it the way you were at first, just by moving it to tick, making a counting variable and >= time, unpause. The first two are probably a better option though.
How do i move it to Tick pls and Have a Counting Variable? π I am a programming newb - sorry lol
heya ! im making a sound player with sequence, im trying to play the audio based on multiple cue points
how can i achieve that ?? i cant seem to figure out
i'm using UMG
@serene zealot
so the Audio is dropped into sequencer, my play stop buttons works, then inside UMD i'm setting the volume
but my cue buttons and skip fwd and bwd buttons ddoen't scrub rthe audio
but those functionalities are linked to sequencer so it should work!!!
@serene zealot Bear in mind that it's probably better to just wait to spawn the player pawn. Doing things by exact timing is generally considered bad because one person's 1 second may be someone else's 0.3 seconds or a third person's 12 seconds.
Right okay - Thanks very much Authaer! Really appreciate it! π
This is only for a Demo Presentation. I'll get our Programmer to do a proper implementation later. Thanks very much, I'll let ya know if i get it working! π
@serene zealot Oh, and you might want to put a doonce node after that branch. Keep it from 'unpausing' the game all the time.
Okay, will do! π
π
Right that works to Pause and Unpause
But I don't know how to hook it into the existing code sequence:
It needs to go where the red circle is somehow
Set Game Paused in the red line. You could set tick enabled there too and turn it off before.
ahh right!
That should work!
Lemme try hehe
When I put the Set Game Paused where the Red Circle is
The Loading Screen Widget doesnt spawn.
You could set tick enabled there too and turn it off before. sorry don't understand that.
Thanks for helping!
its because when the game pauses the next node (remove widget) is fired and clears the UI
Right indeed. How to stop it? π² haha
what are you trying to do?
Delay the game starting, until the Load Screen has finished.
Cos previously, the game was starting immediatly on load, and loading in bit by bit - skybox, environment meshes, characters, textures
and it looked awful
So I've hidden it by keeping the Load Screen up.
But the Game Starts behind the Load Screen, and you can hear the player.
So I'm trying to delay the game start.
well there'
s two ways
the right way is: when the loading is complete, an event fires, and the loading screen is removed
Indeed (No time for that now. π¦ )
the hack way is: use a delay with a fixed time
Delay doesnt work.
the Delay pauses when the Game is Paused
Even if "Event Tick While Paused" is enabled.
That's why I'm seeking an alternative to the Delay
This was my original code:
oh, I didnt know the delay freezes
And with that code, with the Delay
the game won't unpause.
Cos the Delay is paused. π
Tell us how to improve Unreal Engine 4!
well, apparently they havent fixed it for 5 years
π
you could try triggering a timeline
I tried a Timeline too. Which is also Paused.
oh, then im not sure, sorry
I guess you need to make an event which fires when your assets are loaded
let me check
Awesome - thx Authaer! Trying now! π
yeah that should work
Weird that I had to put a delay before turning tick off. Crashes the game without that delay before it.
LineTrace, EventHit, EventBeginOverlap, SphereOverlapActors
Awesome - its working! π
I didn't put the delay in actually!
Thanks a bunch Authaer! π Really appreciate the assistance here!
Quick question - is this script gonna have any effect on Performance after its all completed?
It shouldn't. Tick is disabled. Nothing else is running after it's done.
Awesome - thanks man! Owe ya a Beer or a Herbal Tea! π
I'm a 3D Artist - not a programmer. Hence my noobyness. If you ever need help with Blender or Unreal Materials, feel free to ask me! π
Haha, may do. Still muddling my way through that stuff. Shaders and Particles are my next two mountains though.
Hehe cool! π Materials and Particles are really fun to work with and not as complex as one might think (Although they certainly can be) Just a matter of learning what all the different Nodes / Things do - much like BPing really. π
Anyone know how to make an added component instance editable in a blueprint, when added via the constructor graph?
https://gyazo.com/778661ca042cd25d7e3abe3415e9bbb9
I have done this previously with static meshes and it worked fine
unless im missing something
Hi Authaer, I have only just been able to get back to working on this slo mo, I noticed that you sent me some nodes for a line trace,
I currently have a line trace, its the one I use to get the animation to play
@maiden wadi
@dapper cradle That works. Did you get the speed part going?
Hey, sorry which part do you mean ?
Changing the time dilation of the actor.
this is what my current MotionControllerPawn looks like
I get print screen now but no change in playback speed
I have to laugh or i would cry, it take me hours and hours to suss these little things, If i didnt have you to help like you have recently i dread to think where i would be!
I had to test out of curiosity, but that won't work set up like that. It can't get the class because the object doesn't exist.
But it doesn't in the reference variable.
Oh, no, I missed that, you're setting it up top.
I didnt put that trace together, i just slotted my actor into it
Can a blueprint have a variable of type "class that implements BlueprintInterfaceX"?
I could do an object class reference, but that seems very error prone (accepting variables that don't match the interface).
It's not error prone. The event never gets called on the object if it doesn't implement the interface.
@night grotto you do parent blueprints for that and use inheritance...
ok thanks @marble folio
you can reparent all the children to it after the fact and do not need to start over.. it can even be a dumb bp that has no functionality just so it lets you filter this out in the bp type
Though since these BPs do have some common functionality I would move it to the parent if possible π
Hi all, is there such a method of having a "Button" above a skeletal mesh?
I am trying to create a selection menu which is just a bunch of cameras that cycle on an array, on each camera it stops at the "skeletale mesh" is in view, above that i'd like some form of button for the user to press to display other functions.
Is this possible? or any method you may suggest to have interactable with the format of camera cycle ?
Problem solved @maiden wadi I thought i would just try a global time dilation and it worked!
@ripe drift Take a look at the Widget Component.
@ripe drift https://docs.unrealengine.com/en-US/Engine/UMG/HowTo/InWorldWidgetInteraction/index.html
An example of how to create in-game 3D widget interactions.
@dapper cradle Doesn't that slow your VR Pawn?
for some reason it doesnt seem to slow my head movement
It might be using set direct rotations instead of interpolating or using movement input. Probably because that sounds very nauseating if it would.
well it does slow down movement and teleportation
but i think itll do for now
Curiosity question though @maiden wadi before i go making pages and pages of copy/pasted BP for all the different animations that i need to flip flop between their Idle/Skill animations
for example, my current trace will only hit the doll on the right of my scene
im guessing ill have to make flip flop nodes for every animation
is there an easy way to make my line trace work with all the mannequin in my scene ?
There is. What kind of actors are these? Are you using Characters or Skeletal Mesh Actors?
Open up your gymnast spin bp, up in the top right there's a Parent Class.
Okay, What is your other model?
is that the very edge of the scree where it says parent class: actor ?
It is.
Okay. To make things a lot easier, it would be best to reparent these to give them a mother class that we can reference. It's either that or create an interface. Either way will work.
Ok, which one of those options would a toddler be most likely to accomplish ?
(which one is easier?)
My instincts tell me parenting ?
Parenting is probably both easier and less work. So make a new actor based on actor. Just where ever. Name it something you'll remember as your main class for handling these, and then go into both of your blueprints and go up to the top left. Click File, and then Reparent Blueprint. It'll bring up a list, select your new main class.
fantastic! looking forward to trying that out!
Basic way to slow time using blueprints in UE4!
Twitter: https://twitter.com/Play_Ruff
Patreon: https://www.patreon.com/deanashford
I used this Tut to get the time to slow down but in the level BP he spawns a get player pawn to give it its own time dilation (so it doesnt slow down with the world)
searching wont find a MotionControllerPawn in there so i made a variable, but even when i drag from it, it refuses to connect to a custom time dilation node
thats mine
thats his
You have to drag out of the reference to set that.
Hey folks, can someone tell me a bit of working with arrays? I'm trying to get back a list of hit results from a Multi trace. Think there has to be a better way, other then manually branching off each possible trace (branching condition for array index, then setting custom variable, then make the bundle into an array, etc.), and hope for the best. Tried to convert the Break-Hit-Result into an array, but can't add the array index to it, and I manually have to add each output, which intern does nothing (makes all inputs the same). Plus, what if there are, let's say, more than five hits; where would those go if there's no more room? (other than a dynamically changing array).
Im having loads of fun finding all the wrong ways to do this, I think im likely not getting the reference correctly because it will not conect up the way it does for the tut
Hmm how does one reference the MotionControllerPawn....
@teal spade multitraces already return an array with all the hit results (up to and including the first blocking hit). Are you replicating this manually or what? Maybe show your code so it is easier to understand what you are trying to achieve.
sure! excuse the mess, was trying to come up with something useful
@atomic salmon Very sorry to ping you, I was just doing some googling and i beleive i found your name talking about VR motioncontrollerpawn in the unreal forums (your a champion)?!
you seem very knowledgable on the subject...
How can i reference the motioncontrollerpawn in the level BP ?
@dapper cradle wait, need to correct my answer after rereading your question
@atomic salmon sorry Im a little unsure of how I would do that
@dapper cradle tell me what you are trying to achieve
Im following a Tutorial wherein this chap makes this bp in hes level BP
@teal spade if you want to build an array on a loop you need to add elements to it
Make Array is to build it directly
I want to make this but in vr it wouldnt be "Get player pawn"
when I type in the search, motioncontrollerpawn doesnt show up
@dapper cradle strange because it is supposed to work regardless of being or not in VR
unless your player is not possessing the VR pawn which he should
are you sure you included the VR template?
or elements from it?
I am using the vr template
@dapper cradle ok so the MotionControllerPawn is definitely part of it
the bp I am making these nodes in is the level BP for the VR template
@atomic salmon yes, but how can you add the individual elements, when there's no "make array/add to array" that accepts both array index inputs and variables, to my super limited knowledge . . . wait do I've to use this "Add Map" thing?
Is the Pawn in the level?
yes
@teal spade there is an Add node which you need to use
Documentation over Blueprint Arrays, including creation, editing, and use.
@dapper cradle with the pawn in the level you should be able to reference it from the level BP
Do this
Select the MotionControllerPawn in the level, then open the level BP and right click on an empty area
You should see a reference to the Pawn among the first options in the pop-up menu
Select it and you get a reference to the MotionControllerPawn in the level BP
I have seen that in a couple of tutorial videos but it doesnt work for me for some reason
@dapper cradle Show me the MotionControllerPawn in the World Outliner
oh it just worked!
ππΌ
Thank you that was great for getting the referance
@atomic salmon well, it's not listed there, but I managed to get it work by using Add Unique to array
by defining an empty array, and adding to that
but now, after storing all the variables, it fills up the entire array with the last vector positions
@teal spade you have to create the empty array out of the loop and fill it in within the loop
yeah, that's what I've done
so maybe, I need to end the loop, after hitting all targets?
Hello, I'm coming from Unity and C# into using UE4 and C++, I'm trying to implement a multiplayer scoreboard that will track a list of entries, possibly SQL because it needs to be multi-writeable, that only needs to give the "name" "score" & "date" for each board entry. are there any good blueprint assets available to help achieve this?
@teal spade you are looping over the output of the multitrace so you should have in your array as many elements as there are in it. Check with a Length function.
It's also possible that the repetition comes from the multi-trace that's why it is a good idea to check the length of the result array out if it.
@atomic salmon ahh, I see I see!
Hello, I am using pawnsensing to make a enemy follow the player around, but i would like it to start roaming when it cant see the player. Is there a node that is something like "WhenNotSeePawn" or anything like that?^^
@atomic salmon cool! So I added a length check to my array, paired with the array index from the loop, and made a branch from it to stop filling in the array. Thanks for the help! π
@teal spade nice! You are welcome.
@atomic salmon never would've thought to use this Length function. I thought it meant actually delta of x,y coordinates, or something like that. The naming is a bit alien to me.
@teal spade it stands for length of an array, which in fact can be seen as a 1D vector, so your intuition is not far off
@atomic salmon damn, of course!
@short ruin you can use the GameState for that, but better to ask in #multiplayer
@atomic salmon thanks again man! really appreciate your time! This channel is amazing.
@fallen karma typically you can go the other way around. When the pawn is sensed OnSeePawn, you can set a variable bPawnSensed and start a timer to reset the variable if, say after 3 seconds, the pawn is not sensed. If in the meantime the pawn is sensed again, you reset the timer.
On Tick or somewhere else you can then check if bPawnSensed is false and start roaming.
@atomic salmon okey so i should set it at the start of on pawn see?
@fallen karma correct. If you place a sequence node immediately after the OnSeePawn event, you can use a DoOnce on Then0 to create the timer the first time. saving a reference to it. On Then1 you can then reset it / re-arm it as needed.
And set the bPawnSensed variable of course.
Thanks! π
@fallen karma you are welcome! π
Is there a way to get the normal of an overlap, similar to you get the Hit Normal from the hit event?
@nocturne holly Not as far as I know. Overlap is generally just designed to test of two objects are occupying the same space. What are you trying to do?
What I'm trying to do is have a projectile get blocked if it hits an enemy from one particular direction, but takes damage it's shot from a different direction. Worth noting the projectiles have OverlapAll collision and I'm using 2D stuff
Hit detection might give the desired result
Greetings
I have this notify for melee attack ..
When i Loop the actors its calling the function
but the problem is its firing the Trace for All objects in map
i want to call just the attached Actor in the hand and run the trace for this actor
@nocturne holly I don't think on hit would help you, depending on your case. You might have some luck with some vector math though. I could help with that if needed.
@cold sinew GetAllActorsOfClass, and GetAllWidgets is always worldwide. Where are these events located? You may need to keep an array of your attached actors on your class and use that.
I have the attached actor into a variable i've tried to call but the function AttackTrace not firing
No, I mean your BPMasterItem class that you're using GetAllActorsOfClass to find. You need those in an array to only run that on those few instances of that class.
''For each Loop'' does the ''array element'' contain all actors in the array searched?
oh got it