#blueprint

402296 messages Β· Page 435 of 403

zealous moth
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no, you can put a branch and set it to either a specific BPI or tag

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if you use damage from bullets, surely you must use an interface, no? apart from bullets, nothing else should have that interface

slate wasp
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can one launch multiple PIE sessions?

odd ember
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I believe so

slate wasp
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how?

maiden wadi
zealous moth
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hm, cool

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still would be lots of work for each bones

odd ember
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@slate wasp I assume you mean for multiplayer right? so increase the number of players

slate wasp
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exactly

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oh I see what you're saying

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rats

odd ember
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mice?

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rodents?

slate wasp
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LogNet: CreateNamedNetDriver failed to create driver GameNetDriver from definition GameNetDriver
LogNet: Warning: Network Failure: NULL[NetDriverCreateFailure]: 
LogNet: NetworkFailure: NetDriverCreateFailure, Error: ''```
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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?/

odd ember
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ugh perhaps but you might have to fiddle with some editor code

slate wasp
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this seems to work

odd ember
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isn't that just default?

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ah no auto connect I see

urban compass
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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

vast quest
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Learn to google "open door ue4"

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I've got this rope swing mechanic, but i'd like to know how i can adjust the length of it?

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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.

ionic raft
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@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

https://www.youtube.com/watch?v=XKjLpM3hqJ4

In this tutorial we take a look at how to pickup and drop physics objects using the physics handle component

β–Ά Play video

Setting up some interactivity through physics axis constraints!

β–Ά Play video
urban compass
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@ionic raft thanks a lot for helping

haughty axle
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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

zealous moth
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@haughty axle look up the Gate node

haughty axle
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@zealous moth thx will check it out

ionic raft
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@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&...

β–Ά Play video
haughty axle
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@zealous moth thx man again did with gate node, I bet is not how should be but it works πŸ™‚ thx again

sharp juniper
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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

vast quest
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@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.

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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.

zealous moth
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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?

haughty axle
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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.

zealous moth
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how did you set up your reference?

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gonna guess you cast

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but it failed

tight schooner
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@haughty axle it says your "Char REF" variable isn't set with anything, hence "accessed none"

zealous moth
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i know that, you mean @haughty axle

tight schooner
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yeah, wrong mention, my bad

zealous moth
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ninja

haughty axle
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i am trying to figure it out, i am too stupid for this stuff i do 3d πŸ˜„

tight schooner
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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.

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The error is basically saying "I don't know which CharREF actor you want me to pull data from."

haughty axle
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aaaa.... thx @tight schooner this helps me

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ok thx guys found the fault

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one pin wasn't connected to set charref πŸ˜„

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i feel like a monkey

zealous moth
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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

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anyone wanna venture a guess?

sharp juniper
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@zealous moth Is your check state changed event being triggered from setting those Checked Equipped? variables?

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Because that would be a loop

zealous moth
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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?

maiden field
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why my game istance wont run any function in it?

trim matrix
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@zealous moth do you also check the checked state on the checkbox?

zealous moth
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no, it forces all into unchecked state

trim matrix
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@maiden field have you assigned it in the project settings?

maiden field
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yes

trim matrix
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@zealous moth but there is a function to set the checked state is what i mean

maiden field
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im 4 days stuck on that problem.

trim matrix
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did you print string at the event to see if it fires?

maiden field
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yes. any print on screen

trim matrix
maiden field
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does nothing

trim matrix
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@zealous moth not sure if i ever used set checked state

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@maiden field did you try printing this on event init?

maiden field
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what do you mean?

trim matrix
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event init on the game instance

pulsar moss
maiden field
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event init on the game instance
@trim matrix i didnt

trim matrix
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@pulsar moss someone had this problem a while ago and ended up writing a script function for it afaik

pulsar moss
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ok thanks, so it's not supported I assume

trim matrix
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i think there is only like an own function for each type of component

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in bp

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@pulsar moss if the amount of different component classes is not that much you could probably get away with a switch

maiden field
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finally

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it works. wtf

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idk why my shoutdown event wont run

pulsar moss
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@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

zealous moth
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@trim matrix nope, did not work :/

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i tried different variants but all failed

trim matrix
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and the function was called though?

zealous moth
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yup, no go

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while i got you on the line πŸ˜› is there a reason that my text remain static even though i bind them to a variable? is this only on construct only?

trim matrix
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No idea, never used that

zealous moth
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if i create a binding function, it will be called non-stop; i'd rather just call it once when needed or when changed

trim matrix
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i always used settext

zealous moth
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oh interesting

trim matrix
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is this is a simple text element?

zealous moth
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textblock

trim matrix
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rich text block?

tepid orbit
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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.

zealous moth
trim matrix
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yeah mb didnt want to confuse

zealous moth
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UMG sometimes refers to the same thing with different names

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to me it's a "text" field

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πŸ˜›

trim matrix
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@tepid orbit if you untick hiddeningame on the collision box you can see it

tepid orbit
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ah right, thanks!

trim matrix
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@zealous moth yeah no the class is called STextBlock I think so you were right

tepid orbit
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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?

trim matrix
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no idea never used it

zealous moth
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i'd use a timer function on the component itself

trim matrix
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^

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I'd use a skeletal mesh though

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with an animation

zealous moth
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ah, that also works

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this is what i use

tepid orbit
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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!

zealous moth
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timers are sorta functions that can be called on and off

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a good alternative to tick to save resources

tepid orbit
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@zealous moth What is actually rotating the staticmesh there? I tried this out but it isnt rotating whatsoever

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oh derp

trim matrix
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wrong function name

tepid orbit
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shh

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ok that works thanks lmao

zealous moth
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lol

uneven dock
zealous moth
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everything?

uneven dock
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O.o

zealous moth
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target is the animation instance?

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wut?

trim matrix
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if the pawn owner is the player character then the distance should be 0

uneven dock
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I should've given more details

trim matrix
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supposing you run this on an anmbp

uneven dock
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This animbp is of a npc the other actor is the player

zealous moth
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he isn't getting the pawn owner, he is getting the anim instance owner... is that even physical?

uneven dock
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Aha I have no idea

trim matrix
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did you print this on blueprint update animation?

zealous moth
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do you want to get the distance between 2 actors?

uneven dock
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Yeah to both

zealous moth
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ah i see

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well as mystice said

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it should be 0

trim matrix
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try get pawn owner returns the pawn that has the skeletal mesh component with the anim bp afaik

supple dome
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i dont see anything wrong with that

zealous moth
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do print string

trim matrix
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if it's an npc it shouldnt

zealous moth
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true...

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didn't think of that

supple dome
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any error or something going wrong?

uneven dock
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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

spark steppe
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~~is there no node to get a specific index element of an array?~~nvm

zealous moth
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@trim matrix in the end i will do a workaround i use alot with umg

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I'll cast to my Player controller and save a placeholder value

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and then have the other UMG element follow suit

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not optimal but basically telephone

trim matrix
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@zealous moth I for my part use simple setter functions on the widgets that get called on events, not exactly sure what you mean

zealous moth
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i have tried using setters but they never seem to work on my end. instead the binding work

trim matrix
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like a function with an input and the you pull the text element in and do a set text with it?

uneven dock
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Try Get Pawn Owner returns Enemy1 (I checked with a print). Is that alright?

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I just want some variables man T.T

spark steppe
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are the variables set to public access?

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the small eye icon next to their name in the blueprint details

uneven dock
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Thank you, that fixed it!

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No wait I lied, I changed everything to public but still can access them

somber tangle
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Does anyone know of any templates or tutorials for a zelda style gameplay?

uneven dock
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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.

tawdry stratus
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i got question yall.... how do i make lightsabers/swords that I can throw that can actually kill or damage you

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through 3rd person template

hallow night
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How do i attach a socket to another socket? i tried adding an offset but its not consistent because of the animation?

tepid orbit
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i can drag the line all the way to the event, but thats messy, hopefully i can link directly to the event

hallow night
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make a custom event all call it from "True"

tepid orbit
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(in reference to the solution you mentioned, Rashed)

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Idk how to carry over who triggered it, basically. A variable storing the triggering entity's ID I guess? if thats possible

hallow night
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add an input to the custom event

tepid orbit
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Ooh thanks!

sullen radish
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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

hallow night
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you can do a select

vocal urchin
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What is paint context structure, and how do I create it?

hallow night
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i would use >= instead of > but you get it

coarse coral
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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.

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And yes, with blueprints.

hallow night
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maybe try this ?

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wait its a projectile 1s

coarse coral
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This is the last thing I attempted. Plays sound but projectile never appears.

hallow night
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mine is 3d so..

coarse coral
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Lemme check real quick

hallow night
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instead of X and Y connect the direction you want the projectile to go

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its 2d so idk it takes X and Y or XYZ?

coarse coral
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I think X and Z, apparently Y is depth

hallow night
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then connect X and Z

rigid quest
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What's the difference between get hit result under cursor vs finger?

hallow night
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under cursor is for mouse and under finger is for finger?

rigid quest
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What's the finger index?

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Sorry it's probably really stupid.

hallow night
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what finger is pressed

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0 is the first and 1 is the 2nd...

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if you have multiple fingers pressed at the same time

rigid quest
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Ah okay I see where my lack of understanding is coming from. Thanks.

hallow night
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np

coarse coral
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@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.

hallow night
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video?

coarse coral
hallow night
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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?

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X and Z**

coarse coral
hallow night
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thats great to hear! glad i could help!

coarse coral
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You have no idea, spent so many hours trying to get this. Thank you, again

hallow night
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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?

coarse coral
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Well, right now the sound is just there for testing, I might change that a bit later. Still thanks for the suggestion

dapper cradle
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Im asking this question because i believe i will be using blueprints to make this work either way ?

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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!

viscid valve
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Is it normal not to be able to observe the index of a for loop in BP when stepping through?

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My BP is acting funky and I'm trying to observe the index of the loop

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It just appears blank for some reason

twin pollen
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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

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If that's true, can I change that behaviour from the bp? Or should i change the code of the gridpanel itself ?

odd veldt
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does "resolution scale" not work in window mode?

hexed saffron
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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.

maiden wadi
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@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?

hexed saffron
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But maybe I used the clamp wrong. IΒ΄m a little bit lost here.

maiden wadi
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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.

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Just curious though. If these are supposed to do the same thing, why are your variables reversed?

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FrontLeftContainer and ConditionPoint are being set differently in your two squares?

hexed saffron
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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.

maiden wadi
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Which of those two is the one that shouldn't go under 0? Conition Point or the Container?

hexed saffron
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Oh Condition Point. The container is just a float I created with an amount of 100

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I tried to limit the float container.

maiden wadi
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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.

hexed saffron
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So I donΒ΄t need the float "FrontLeftContainer" ?

maiden wadi
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I don't know. I don't know what you're doing with them. You're setting them both to the exact same number.

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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.

hexed saffron
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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?

maiden wadi
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I don't know. Depends on how you have your damaging system set up.

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I tend to use the built in applydamage/ eventanydamage stuff for this. If you have some custom setup, stuff changes.

hexed saffron
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I think I should watch some more tutorials then. Okay thank you very much. I think I also have to overwork the healthpoint component.

night grotto
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Question: What type of reference object do I need to be able to call GetFrameNumber from a blueprint that extends UOBject?

fallen glade
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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 ?

bright knot
odd ember
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@bright knot it's when you hover over the variable on the left

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not sure why it isn't showing up for you there though

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doesn't show up for me either

bright knot
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well it does show up there but having it show on hover in the actual graph is where it would be the most useful

odd ember
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I agree

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macros and functions do it

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just not variables, weirdly enough

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perhaps worth a bug report

odd veldt
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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

fallen glade
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use a few line traces ?

odd veldt
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I tried to use "Component Overlap Components" but its not detecting the world meshes

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no, I need to "trace" a volume

fallen glade
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have you set your collision properly ? what do you need it for ? what are you trying to do ?

odd veldt
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yes

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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

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the procedural mesh is set to "overlap all"

fallen glade
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so your mesh is only looking for static collisions

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also what collision type does it have itself ?

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they need to match on both ends

odd veldt
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the world static meshes are WorldStatic

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I pretty sure the collision settings are all right

odd ember
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@odd veldt can you explain in general terms what you're trying to do?

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like what problem are you trying to solve

odd veldt
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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

odd ember
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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?

odd veldt
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all what it should do is shown on the screen above ... I just need to get the meshes and give them a vertex color

tight schooner
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@odd veldt Resolution scale works in windowed mode btw. (Or to be specific r.ScreenPercentage which is what my current project uses.)

odd veldt
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I used a multi box trace first, but I can't make other shapes with it (like a trapeze)

odd ember
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yeah I'm still not sure what you're trying to do

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I don't think you have the right approach, and I'm trying to understand what lead you down this rabbit hole

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complex collision shapes don't exist as traces

odd veldt
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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

odd ember
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what is the real life context of this

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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?

odd veldt
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its just a trigger

odd ember
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yeah but you're not explaining the purpose for it

odd veldt
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placing it in the editor and just adjust its shape

odd ember
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okay, for what reason?

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what is the trigger triggering?

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who triggers the trigger?

odd veldt
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wtf

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I just need to get the meshes and change its vertex color

odd ember
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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

odd veldt
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Are you kidding me?

versed tinsel
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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

odd ember
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it's up to you. I don't have to help you.

hallow night
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Get overlapping actors

odd veldt
odd ember
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@versed tinsel you probably want the impulse to be a function of vector normal

versed tinsel
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may you explain please?

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oh this?

odd ember
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yep

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so

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a normal is a vector of length 1, it gives you direction

versed tinsel
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hm, it looks like it stays in place (not adding any impulse)

odd ember
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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

versed tinsel
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ah I see

odd ember
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the higher the number, the higher the "power". impulses usually need quite high numbers to work

versed tinsel
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I'll try to multiply it and let you know

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it looks like the bones are going in all sorts of ways

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oh actually it looks good now!

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I had to use a negative number and now it looks like it works just fine

odd ember
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well

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which normal are you using?

versed tinsel
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does it matter? I currently use "Normal"

odd ember
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normal is the normal from the trace, so it goes in the same direction as the trace. impact normal will be opposite that

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or so I should think

versed tinsel
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ah I understand

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let me check impact normal

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what about impact point?

odd ember
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it's the location of the impact

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anything that doesn't have "normal" as part of the wording is a location

versed tinsel
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alright

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seems like impact normal gives the exact same result

odd ember
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it shouldn't, but I guess it may depend on the trace

versed tinsel
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maybe, I use LineTraceByChannel

odd ember
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in either case then if it works with negative numbers then just use that

versed tinsel
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yep, it works great and I like the result, thank you very much!

zealous moth
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@trim matrix i figured out the issue with the checkbox, i did not set it to the specific itemlist item, just general

dapper cradle
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I have been directed to programming with my question. so here goes..

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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!

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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 ?

odd ember
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tbh it sounds like something you'd want to be doing in the animation tree

spark steppe
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you should google how to use custom animations with a character

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there are plenty of tutorials about that on youtube

odd ember
#

and the animation graph

zealous moth
#

montages?

odd ember
#

I guess montages could work too

#

I'm no expert on this, I would expect animation to put you on the right track

maiden wadi
#

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.

dapper cradle
#

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...

odd ember
#

I figured animation would know how to graph this

dapper cradle
odd ember
#

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

dapper cradle
#

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..

maiden wadi
#

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.

odd veldt
#

looks like the procedural mesh does not generate a overlap event

odd ember
#

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?

odd veldt
#

but it should, if I use a cube mesh it works, but it has the same collision settings

odd ember
#

like the animation has to be stored somewhere, right?

dapper cradle
#

thank you @maiden wadi I will spend some time trying to work that out, I will let you know if it works πŸ™‚

maiden wadi
#

This seems to work just fine. I don't think I'm doing anything special there. Unless I'm missing something.

dapper cradle
#

@maiden wadi you are some kind of genius!
where should i be building a BP like that ?

maiden wadi
#

Is your pedestal already an actor or is it just a random mesh thrown into the level?

dapper cradle
#

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...

odd veldt
#

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" πŸ˜‘

#

man, I always have this non mainstream problems and nobody can help me πŸ˜›

dapper cradle
#

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 ?

narrow nexus
#

try this maybe?

#

take the location of you player start (or whereever you want to spawn it)

maiden wadi
#

@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.

dapper cradle
#

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..

narrow nexus
#

Oh so it didint work?

dapper cradle
#

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

narrow nexus
#

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

dapper cradle
#

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

maiden wadi
#

I doubt it's the issue, but try changing Collision Handling Override to always spawn ignore collisions

narrow nexus
#

Also turn "collison handling override" to always ignore

#

@maiden wadi yup exactly

maiden wadi
#

I think you're looking at local location?

dapper cradle
#

yes, just giving some context to let you know what the object is i am getting the location info from

maiden wadi
#

Wait, no, I looked at that wrong. My bad, that should be world location.

narrow nexus
#

Its the world one yea

#

Is this a player or what is this?

maiden wadi
#

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.

narrow nexus
#

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

maiden wadi
#

@dapper cradle Can you show where the mesh is spawning in comparison to the plane? It might help narrow the issue.

dapper cradle
#

already on it πŸ™‚

maiden wadi
#

O.o That's a little off.

dapper cradle
#

XD

maiden wadi
#

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.

dapper cradle
#

i think i may have an idea

#

could this be the fault ?

maiden wadi
#

Yeah, if that right scene is the root.

#

I feel dense that that wasn't my first thought.

dapper cradle
#

@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!

narrow nexus
#

Its small people helping small people

#

Hopefully..

dusk dust
#

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?

zealous moth
#

instead of disabling gravity

#

set it to almost 0

#

in calculus class, this would be a limit

dusk dust
#

okay thanks ill try that

#

wait how do i change the strength of gravity?

zealous moth
#

how did you set up the "pulling"?

#

that is basically a force that acts as gravity

dusk dust
#

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

zealous moth
#

lol

#

this is beyond my knowing as it is very specific to what you're doing

tribal hill
#

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

dusk dust
#

maybe get the location of the object and input that

#

@tribal hill

#

with a get actor location

tribal hill
#

Nop it does not work

#

Also the camera uses Absolut rotation

trim matrix
#

Is there any way to create 'Exposed on Spawn' variables for C++ classes?

crystal mural
#

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?

dusk dust
#

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

tepid orbit
#

hey guys, how can i rotate this staticmesh around its centerpoint instead of its broken pivot/origin point?

dusk dust
#

why dont you reset its origin in the app it was made in

tepid orbit
#

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

trim matrix
#

@tepid orbit You can edit import settings to move the mesh and then click re-import.

tepid orbit
#

ill check that out, thanks πŸ™‚

trim matrix
#

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 the UPROPERTY meta ExposeOnSpawn to true. Example:

UPROPERTY( BlueprintReadWrite, meta = (ExposeOnSpawn = true) )
int32 somevariable;
hallow night
#

Learning blender is not hard or take time.. Mastering it takes time

tepid orbit
#

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

hallow night
#

All you need to know is how to extrude, grab, rotate, scale and save the file

worthy frost
#

@trim matrix that looks like c++.. also please use int32 not int

hallow night
#

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

trim matrix
#

@worthy frost Since I want to expose C++ stuff to blueprints, I didn't know which one is the appropriate channel.

hallow night
#

But i know literally everything about it

tepid orbit
#

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 πŸ˜„ 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

hallow night
#

Did you see blender 2.8?

tepid orbit
#

last i used blender was about 1 year ago

trim matrix
#

@hallow night Wow, that's really useful. You don't have to look-up tutorials each 5 seconds.

hallow night
#

They remade the whole ui

tepid orbit
#

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

hallow night
#

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.

tepid orbit
#

noice

uneven dock
#

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.

crystal mural
#

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.

karmic kettle
#

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?

crystal mural
#

@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.

karmic kettle
#

@crystal mural thanks I will try that πŸ‘Œ

crystal mural
karmic kettle
#

@crystal mural niceeee

worthy frost
#

urgh

#

clean your lines

#

😦

carmine prawn
#

Anyone want to hazard a guess why the engine freezes completely, and shuts down when I add and try to compile this?

trim matrix
#

@carmine prawn is "testwithsockets" a skeletalmesh?

carmine prawn
#

no, all 3 are static meshes

maiden wadi
#

On a side note, you don't need the get mesh variable in the Select nodes.

carmine prawn
#

in what way?

maiden wadi
#

You're not even using them. You're selecting 1, 2 or 3, and it's 0.

carmine prawn
#

Good point lol

maiden wadi
#

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.

uneven dock
#

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

zealous moth
#

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"

uneven dock
#

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.

carmine prawn
#

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.

marble folio
#

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

rich patrol
#

Think im going crazy here

#

but shouldn't the hit result on a cube be the projectile that hit the cube, not itself?

odd ember
#

... what?

atomic prairie
#

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?

odd ember
#

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

atomic prairie
#

I want my triggerbox activate only when I'm overlap and i press R

odd ember
#

in the pinned posts of this channel there is a video on blueprint communications

#

watch that

atomic prairie
#

thanks!

rich patrol
#

@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.

odd ember
#

what event are you using?

rich patrol
#

Also tried a on component hit

rugged carbon
#

The "other" and "other comp" should return what hit the cube, I think

odd ember
#

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

rich patrol
#

gotcha

odd ember
#

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

rich patrol
#

I'll just go with the way you said. Trying to learn simple things on my own without watching tutorials for now.

odd ember
#

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

hexed saffron
#

@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. πŸ™‚

lament cipher
#

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?

rich patrol
#

@odd ember and I still use the other actor in the hit breakdown right?

odd ember
#

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

tight schooner
#

@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.

lament cipher
#

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*

odd ember
#

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

lament cipher
#

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?

odd ember
#

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?

lament cipher
#

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

odd ember
#

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)

lament cipher
#

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

odd ember
#

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.

lament cipher
#

Fair enough

#

So there is no way to pass in like a wildcard struct from an object with information through to a child component?

odd ember
#

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

lament cipher
#

Right, so any idea to an alternative to what I am going for?

odd ember
#

like I said, an editor module in the engine written in cpp

#

I'd say it's not worth it

lament cipher
#

Sounds not worth it

atomic prairie
#

I want to rotate my object to 90degres each time I press my key, do you know the node?

lament cipher
#

Get the actors current rotation and then add 90 to it. This is just setting it to 90 each time

odd ember
#

add relative offset?

#

that'll continually add 90 degrees but won't give you as much control

lament cipher
#

wouldn't offset be location

#

Are you trying to set it to 90 each time?

atomic prairie
#

i want rotate my object to 90 each time i press my key (so 0-90-180-270, 360...)

odd ember
#

you can add relative offset for rotation

#

afaik

lament cipher
#

Then yeah, what either of us said should work

odd ember
#

perhaps the node is called differently

lament cipher
#

I think there is a gate node that can help with checking whether or not you are overlapping

atomic prairie
#

i try

odd ember
#

I mean in terms of optimization there's plenty to be done

#

but this seems like prototype work

amber marsh
#

Would anyone know what this error means?
[2020.03.29-16.10.21:479][ 89]LogScript: Warning: FLatentActionManager::ProcessLatentActions: CallbackTarget is None.

odd ember
#

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

atomic prairie
#

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

zealous moth
#

@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?

zealous moth
#

@atomic prairie the node you are looking for is "add relative rotation" and it ADDS the delta rotation

atomic prairie
#

Thanks!

barren tide
#

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

raw escarp
#

Hello guys, any one knows how to count steps and log it? I want to make a xp system for the stamina bar too

whole rose
#

@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

trim matrix
#

anyone know how to do the hud effect that happens when you mash a button during quick time events

digital cloud
#

@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

trim matrix
#

?

digital cloud
#

Or are you just trying to setup the widget?

trim matrix
#

i got the programing of it working i just need to effect of the button to work

digital cloud
#

Ohh, okay, so you're trying to get the button prompt to display differently when the button is pressed, Correct?

vast lion
#

How do I play a camera shake on just a single camera?

trim matrix
#

@digital cloud yep

#

im trying to do that ring effect when it is pressed

thorny marsh
#

@vast lion The PlayerCameraManager should have a function for that.

digital cloud
#

@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.

trim matrix
#

@digital cloud u know how i can pull something like that off

vast lion
#

@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.

digital cloud
#

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

thorny marsh
#

@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.

vast lion
#

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

digital cloud
#

@vast lion are you having both cameras auto activate or are you switching between them manually?

vast lion
#

The player switches between them by pressing the V key

thorny marsh
#

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.

digital cloud
#

@thorny marsh yeah that's was very much my train of thought, too

vast lion
#

Will try that. Thank you guys

digital cloud
#

no problem, good luck!

trim matrix
#

@digital cloud gotcha ill msg you tomorrow if i still have a problem

digital cloud
#

sounds good!

somber tangle
#

does anyone have any recommendations for a good RPG tutorial?

formal blade
#

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

digital cloud
#

@formal blade I'd look into the player camera manager blurpint documentation. It's useful for advanced camera transitions and such

formal blade
#

thanks, that could be it

digital cloud
#

anytime

formal blade
#

hmm, couldn't find anything about blending views on the player camera manager unfortunately

tribal hill
#

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

maiden wadi
#

@formal blade Are you talking about just changing from one camera to another with blend? If so, you're looking for SetViewTargetWithBlend.

formal blade
#

@maiden wadi it didn’t blend properly when the camera components are on the same pawn

tribal hill
#

No, for the behavior that I need I cant use SetViewTargetWithBlend

#

I think is just math, but I couldn't figure it out

maiden wadi
#

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.

tribal hill
#

If you need more details please tell me it is a simple 3rd char scene with a cube.

dapper cradle
#

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

maiden wadi
#

You would need to get the reference first, and then drag it's time dilation variable out of that.

dapper cradle
#

Brilliant! thank you!

tribal hill
#

Any luck @maiden wadi?

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.

dapper cradle
#

Ive used this but havent seen any noticible difference in the speed of its movements.

amber marsh
#

@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.

dapper cradle
#

I felt like this was going to work, going to continue making adjustments.

maiden wadi
#

@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.

formal blade
#

hacky, I like it! thanks

tribal hill
#

Fantastic! Thank you very much

maiden wadi
#

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.

tribal hill
#

πŸ‘

#

Can you reshare the pictures with the blueprints after adjustments please? Thank you very much

maiden wadi
#

Just changed that so that it wouldn't be usable again until the transition was done and the temporary actor was being destroyed.

tribal hill
#

Life saver! Thank you very much again

dapper cradle
#

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

maiden wadi
#

Possible. Put a print on the variable and print GetObjectName if it returns "None", it's not referenced.

lofty moon
#

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

maiden wadi
#

We're generally pretty chill here, I think. What do you need help with?

dapper cradle
#

Like this ?

maiden wadi
#

Plug BPMann into the Get Object Name

lofty moon
#

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
#

so nothing is printing when i press the button

maiden wadi
#

@dapper cradle Nothing at all or is there a "None"?

dapper cradle
#

nothing at all

#

usuallu i would expect to see blue writing appear in the top left, nothing this time though

maiden wadi
#

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?

dapper cradle
#

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

maiden wadi
#

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.

lofty moon
#

What should I do?

maiden wadi
#

@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?

lofty moon
#

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

dapper cradle
#

where will i slot this node for GetAllActorsofClass ?

maiden wadi
#

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)

lofty moon
#

Thanks so much man

#

Much appreciated

maiden wadi
#

If you need help understanding specific stuff though, feel free to ask in here. People are usually pretty helpful when they're around.

dapper cradle
#

this acceptable @maiden wadi

maiden wadi
#

Yep, then set BPMann before the Set with the Get.

dapper cradle
#

do you mean attach the blue pin on the GET node to another BP mann reference node ?

maiden wadi
#

Like this, cause then your Get BPMann variable nodes will have their reference.

dapper cradle
#

Might be having a dumb moment here

#

it decided to work when i made a new get node, now itll actually connect

latent junco
#

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?

maiden wadi
#

@dapper cradle Did that work for the time dilation?

serene zealot
#

Hey mates! πŸ™‚ 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?

latent junco
#

I'd expect the Delay to also be paused when you use PauseGame?

#

event tick still works though

maiden wadi
#

Yeah, depending on the actor this is in, you need to allow it to tick while paused.

serene zealot
#

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?

maiden wadi
#

@serene zealot It will only tick while paused if you tell it to.

latent junco
#

Maybe use DisableInput instead of SetGamePaused? Is that a possibility?

serene zealot
#

no, I need to stop certain things from happening.

#

Okay Authaer - any idea how I can do that?

maiden wadi
#

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.

serene zealot
#

Okay awesome, lemme try that. Thx Authaer! πŸ˜‰

#

Sadly that didn't work 😦

#

😿 hehe

#

Still doesnt unpause unfortunately.

#

It pauses okay, but doesn't unpause. πŸ™„

#

I think the Delay is not ticking

#

When I press play it just says "1 second left" and doesnt change

maiden wadi
#

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.

serene zealot
#

Eeek

#

I dont know even know what a Latent Node is!! πŸ˜„

dapper cradle
#

@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 πŸ˜‚

serene zealot
#

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.

maiden wadi
#

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?

dapper cradle
#

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.

frigid salmon
#

@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++ 🀣

dapper cradle
#

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

maiden wadi
#

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?

serene zealot
#

So...

dapper cradle
#

@maiden wadi Im interested in that mehtod, worth a try!

#

how do i get that node up

#

nothing comes up with a right click

serene zealot
#

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

dapper cradle
#

the if traced node

serene zealot
#

Thanks for trying to help btw Authaer. πŸ™‚ ( AFK 30 mins back soon )

maiden wadi
#

@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.

dapper cradle
#

Brilliant thank you! I will have a good look at that and let you know if i managed to sort it out πŸ™‚

maiden wadi
#

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.

serene zealot
#

Im back. πŸ™‚ 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?

maiden wadi
#

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.

serene zealot
#

How do i move it to Tick pls and Have a Counting Variable? 😍 I am a programming newb - sorry lol

solemn bloom
#

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

maiden wadi
solemn bloom
#

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!!!

maiden wadi
#

@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.

serene zealot
#

Right okay - Thanks very much Authaer! Really appreciate it! πŸ™‚

#

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! πŸ™‚

maiden wadi
#

@serene zealot Oh, and you might want to put a doonce node after that branch. Keep it from 'unpausing' the game all the time.

serene zealot
#

Okay, will do! πŸ˜‰

#

πŸ˜‰

#

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

maiden wadi
#

Set Game Paused in the red line. You could set tick enabled there too and turn it off before.

serene zealot
#

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!

tiny meteor
#

its because when the game pauses the next node (remove widget) is fired and clears the UI

serene zealot
#

Right indeed. How to stop it? 😲 haha

tiny meteor
#

what are you trying to do?

serene zealot
#

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.

tiny meteor
#

well there'

#

s two ways

#

the right way is: when the loading is complete, an event fires, and the loading screen is removed

serene zealot
#

Indeed (No time for that now. 😦 )

tiny meteor
#

the hack way is: use a delay with a fixed time

serene zealot
#

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:

tiny meteor
#

oh, I didnt know the delay freezes

serene zealot
#

And with that code, with the Delay

#

the game won't unpause.

#

Cos the Delay is paused. πŸ™„

tiny meteor
#

well, apparently they havent fixed it for 5 years

serene zealot
#

😍

tiny meteor
#

you could try triggering a timeline

serene zealot
#

I tried a Timeline too. Which is also Paused.

tiny meteor
#

oh, then im not sure, sorry

#

I guess you need to make an event which fires when your assets are loaded

#

let me check

maiden wadi
#

That'll get what you want working.

serene zealot
#

Awesome - thx Authaer! Trying now! πŸ˜‰

tiny meteor
#

yeah that should work

maiden wadi
#

Weird that I had to put a delay before turning tick off. Crashes the game without that delay before it.

#

LineTrace, EventHit, EventBeginOverlap, SphereOverlapActors

serene zealot
#

Awesome - its working! πŸ˜‰

#

I didn't put the delay in actually!

#

Thanks a bunch Authaer! 😍 Really appreciate the assistance here!

#

Quick question - is this script gonna have any effect on Performance after its all completed?

maiden wadi
#

It shouldn't. Tick is disabled. Nothing else is running after it's done.

serene zealot
#

Awesome - thanks man! Owe ya a Beer or a Herbal Tea! πŸ˜‰

#

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! πŸ˜‰

maiden wadi
#

Haha, may do. Still muddling my way through that stuff. Shaders and Particles are my next two mountains though.

serene zealot
#

Hehe cool! πŸ˜‰ 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. πŸ˜‰

steep tendon
#

I have done this previously with static meshes and it worked fine

#

unless im missing something

dapper cradle
#

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

maiden wadi
#

@dapper cradle That works. Did you get the speed part going?

dapper cradle
#

Hey, sorry which part do you mean ?

maiden wadi
#

Changing the time dilation of the actor.

dapper cradle
#

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!

maiden wadi
#

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.

dapper cradle
#

the object exists in my scene though, its the one on the right

maiden wadi
#

But it doesn't in the reference variable.

#

Oh, no, I missed that, you're setting it up top.

dapper cradle
#

I didnt put that trace together, i just slotted my actor into it

night grotto
#

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).

maiden wadi
#

It's not error prone. The event never gets called on the object if it doesn't implement the interface.

marble folio
#

@night grotto you do parent blueprints for that and use inheritance...

night grotto
#

ok thanks @marble folio

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 πŸ™‚

ripe drift
#

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 ?

dapper cradle
#

Problem solved @maiden wadi I thought i would just try a global time dilation and it worked!

maiden wadi
#

@ripe drift Take a look at the Widget Component.

marble folio
maiden wadi
#

@dapper cradle Doesn't that slow your VR Pawn?

dapper cradle
#

for some reason it doesnt seem to slow my head movement

maiden wadi
#

It might be using set direct rotations instead of interpolating or using movement input. Probably because that sounds very nauseating if it would.

dapper cradle
#

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 ?

maiden wadi
#

There is. What kind of actors are these? Are you using Characters or Skeletal Mesh Actors?

dapper cradle
#

Hmm how can i find out which they are

maiden wadi
#

Open up your gymnast spin bp, up in the top right there's a Parent Class.

maiden wadi
#

Okay, What is your other model?

dapper cradle
#

is that the very edge of the scree where it says parent class: actor ?

maiden wadi
#

It is.

dapper cradle
#

same I believe, if i am just looking at the top right corner

maiden wadi
#

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.

dapper cradle
#

Ok, which one of those options would a toddler be most likely to accomplish ?

#

(which one is easier?)

#

My instincts tell me parenting ?

maiden wadi
#

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.

dapper cradle
#

fantastic! looking forward to trying that out!

#

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

maiden wadi
#

You have to drag out of the reference to set that.

teal spade
#

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).

dapper cradle
#

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....

atomic salmon
#

@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.

teal spade
dapper cradle
#

@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 ?

atomic salmon
#

@dapper cradle wait, need to correct my answer after rereading your question

dapper cradle
#

@atomic salmon sorry Im a little unsure of how I would do that

atomic salmon
#

@dapper cradle tell me what you are trying to achieve

dapper cradle
#

Im following a Tutorial wherein this chap makes this bp in hes level BP

atomic salmon
#

@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

dapper cradle
#

I want to make this but in vr it wouldnt be "Get player pawn"

#

when I type in the search, motioncontrollerpawn doesnt show up

atomic salmon
#

@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?

dapper cradle
#

I am using the vr template

atomic salmon
#

@dapper cradle ok so the MotionControllerPawn is definitely part of it

dapper cradle
#

the bp I am making these nodes in is the level BP for the VR template

teal spade
#

@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?

atomic salmon
#

Is the Pawn in the level?

dapper cradle
#

yes

atomic salmon
#

@teal spade there is an Add node which you need to 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

dapper cradle
#

I have seen that in a couple of tutorial videos but it doesnt work for me for some reason

atomic salmon
#

@dapper cradle Show me the MotionControllerPawn in the World Outliner

dapper cradle
#

oh it just worked!

atomic salmon
#

πŸ‘πŸΌ

dapper cradle
#

Thank you that was great for getting the referance

teal spade
#

@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

atomic salmon
#

@teal spade you have to create the empty array out of the loop and fill it in within the loop

teal spade
#

yeah, that's what I've done

#

so maybe, I need to end the loop, after hitting all targets?

short ruin
#

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?

atomic salmon
#

@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.

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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.

teal spade
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@atomic salmon ahh, I see I see!

fallen karma
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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?^^

teal spade
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@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! πŸ™‚

atomic salmon
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@teal spade nice! You are welcome.

teal spade
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@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.

atomic salmon
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@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

teal spade
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@atomic salmon damn, of course!

atomic salmon
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@short ruin you can use the GameState for that, but better to ask in #multiplayer

teal spade
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@atomic salmon thanks again man! really appreciate your time! This channel is amazing.

atomic salmon
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@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.

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On Tick or somewhere else you can then check if bPawnSensed is false and start roaming.

fallen karma
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@atomic salmon okey so i should set it at the start of on pawn see?

atomic salmon
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@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.

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And set the bPawnSensed variable of course.

fallen karma
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Thanks! πŸ™‚

atomic salmon
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@fallen karma you are welcome! πŸ™‚

nocturne holly
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Is there a way to get the normal of an overlap, similar to you get the Hit Normal from the hit event?

maiden wadi
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@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?

nocturne holly
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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

marble folio
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Hit detection might give the desired result

cold sinew
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Greetings

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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

maiden wadi
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@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.

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@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.

cold sinew
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I have the attached actor into a variable i've tried to call but the function AttackTrace not firing

maiden wadi
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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.

strange stream
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''For each Loop'' does the ''array element'' contain all actors in the array searched?

cold sinew
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oh got it