#blueprint

402296 messages · Page 437 of 403

exotic warren
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You want to directly communicate with SQL from Blueprint?

frigid salmon
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I could use the player controller as well since it's not multiplayer but I don't really like the sound of that

odd ember
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there may be some hidden advantages to data assets, but in all honesty I would be surprised if you couldn't mitigate those through good design anyway

exotic warren
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You should probs use a REST Api just saying

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If you care so much about the design

frigid salmon
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and what about the idea that Inventory / EquipmentManager / StatsManager etc should be components on the controller - that sounds good, right?

exotic warren
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It's singleplayer?

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or multiplayer?

odd ember
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separation between character and controller

frigid salmon
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singleplayer but still

odd ember
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you want what is applicable to character to be on character

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and what is applicable to player to be on controller

frigid salmon
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that's true

exotic warren
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why do you want SQL on a single player ha ha

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Is this just a practice project?

frigid salmon
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yes, consider it a practice project

exotic warren
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ok

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So do you need to use multiple items at one time

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or just use one at a time

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Personally, I would put it as a component on the Player Pawn if I were you

frigid salmon
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so things like stats / maybe equipment should go on the character and inventory on the controller ? (considering the inventory doesn't change if the character does but his stats surely do)

exotic warren
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I would just put all of it in the character

frigid salmon
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@exotic warren multiple at the same time

exotic warren
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Put it in an InventoryComponent like that imo

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So it's nicely self contained

odd ember
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inventory is a special case

exotic warren
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and then you can just directly communicate with the Inventory component

odd ember
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I'd put it on the player, since the player HAS that inventory

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but the owner of each item in the inventory is the controller

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if you catch my drift

exotic warren
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So?

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Set the owner to the Player Controller

odd ember
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then if you're looking for something like a stash from diablo, where multiple characters can access it, you could put it on controller

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although those could be done either way

frigid salmon
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I understand both your arguments - probably not looking for a stash like diablo but in either way where do you think the code would be less / look cleaner?

exotic warren
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In a component

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any day

odd ember
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cleanest is when each actor is responsible for its own functionality

frigid salmon
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true

exotic warren
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I'd say just build it as a modular component

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with interfaces

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so it doesn't matter what you put it on

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and it doesn't rely on anything existing

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it just works

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Which is what I did with mine

frigid salmon
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ok guess I'll just put them for now on the character and maybe move it later if required (tho I highly doubt it) and use some sort of a itemManager on the gamemode/state with a big note saying it should be in it's own subsystem if it was a cpp project

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@exotic warren yep, that's the plan

odd ember
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yea it'll be fine

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again game mode shouldn't contain data though

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game mode is for rules

exotic warren
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Put ItemManager as it's own actor

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Or Object

odd ember
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data goes, if anywhere, on the game instance

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game and player states are transient unfortunately

exotic warren
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I mean really it shouldn't be an actor

odd ember
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so not great for data

exotic warren
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It should be a component

frigid salmon
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maybe game state then?

odd ember
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item manager should be a subsystem

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that'd be the cleanest

exotic warren
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Why do you need an "item manager"

odd ember
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game state is transient

exotic warren
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why not just put everything in the InventoryComponent

frigid salmon
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I have to agree with @odd ember , a subsystem sounds best

odd ember
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game state and player state get wiped on level change

frigid salmon
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tho I don't really mind it being transient since I don't mind recreating the DTO at each level change - it doesn't contain data, just works as a static class pretty much

odd ember
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game instance persists from the beginning of the game session, and is the last class to be deconstructed

exotic warren
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A subsystem for what tho

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What do you need the item manager for

frigid salmon
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can't have a spawn actor on the game instance tho

exotic warren
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Items that don't exist yet?

frigid salmon
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@exotic warren to instantiate items

odd ember
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no but you don't want the data managing class to necessarily be the spawning class

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so that's moot

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that's where the subsystem would come in

frigid salmon
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I completely agree a subsystem sounds best - just asking without one, which would be the second best place 🤣

odd ember
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the closest thing you can get to a subsystem in BP is to spawn each level with an actor that performs the duties of the subsystem. it's a bit hacky but you could make it work

exotic warren
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If you absolutely must have one I would just make it an actor

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And spawn it on BeginPlay from the GameMode

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Make it derive from AInfo

odd ember
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you'll want it to pull the data from the game instance regardless

frigid salmon
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hmm that's a good idea :-?

odd ember
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yeah

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again that's where you'll have save games as well

exotic warren
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Why would you pull it from the game instance?

odd ember
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which other class is persistent

frigid salmon
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ok I think I'll go that way

exotic warren
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UObject

odd ember
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can you access any UObject globally in BP only?

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you can't

exotic warren
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Yes

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Construct UObject, Set the Outer as GameInstance

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GG

odd ember
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lol

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then just use game instance

exotic warren
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Keep a reference to it in GameInstance

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so it doesn't get GC'd

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Na

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Compartmentalisation

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Makes it much nicer to have the manager class as it's own thing

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instead of repurposing GameInstance for it

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Imo anyway

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Nothing wrong with using the GI for that

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But if you're tryina be clean

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Make it it's own UObject

odd ember
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anyway UObject by default has some issues in BP that can't be fixed currently, so I don't recommend using UObject derived classes

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for instance function libraries can't be used

frigid salmon
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ok, thanks for the design talk - will try to implement this and see where it goes ^_^

exotic warren
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Ah I never use Function Libraries anyway tbh

spark steppe
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is there some way to set the mouse position?

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i want to add rotation around the character, but as soon as the cursor hits the window border it stops

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so i would like to reset the position everytime i update

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nvm, found a way

frigid salmon
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btw

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is there a way I can set all the variables on a BP at the same time? something alike break struct?

odd ember
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@frigid salmon set struct members

frigid salmon
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but they aren't struct members, just variables on a BP

odd ember
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I mean there's the prefix make

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but it's for structs and arrays

frigid salmon
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blueprints remind you the beauty of cpp while cpp reminds you the beauty of bps 🤣

latent junco
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Is there a quick and easy way to find all actors of a class that are owned by controller X?

odd ember
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you'll have to loop I reckon

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I'd say tags otherwise

latent junco
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cool, I'll look into tags!

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thanks

lone patrol
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Hey guys can i get some help? im trying to follow a tutorial and for some reason my add force dosent work, i tried with a simple vector too and it didnt work

odd ember
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you're gonna need a bigger force

lone patrol
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tried this connected to the add force and it still dosen´t work

odd ember
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have you tried without the boolean?

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you should see immediate results with a force that high

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like sending someone to space, but in like 0.1 seconds

smoky egret
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hey guys, new to BP and smashing our skulls into something atm. We're trying to make a blueprint that can be placed in the map which when interacted with (or alternatively on collision) plays a level sequence of fossil excavation (not that the art is relevant!). We're trying to make the sequence in looping sections, advanced to the next section with a key press. We've been using an actor to create a levelsequenceplayer and playing it, however we can't seem to replicate many tutorials as they utilize the level sequence bp (which I've been led to believe is not ideal).

odd ember
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who are we? or is it the royal we?

smoky egret
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haha, a friend and I who are working on a project whilst locked down with corona

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I said we as he figured most stuff thus far and I didn't want to claim credit!

odd ember
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a sphere collision that allows for interaction on entered is probably the easiest

lone patrol
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ok so something weird is going on

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it does work but sometimes the force is super weak for some reason and sometimes its super strong

smoky egret
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a sphere collision that allows for interaction on entered is probably the easiest
@odd ember We have the trigger working for now, it's the looping sections and advancing to the next that has us stumped

odd ember
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not sure why you are looping?

smoky egret
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because we want sections to loop, I'm uncertain what else there is to understand? First shot is someone brushing down raptor skeleton etc, though not all will work the same

odd ember
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I'm not sure what looping has to do with interaction

versed sun
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Like chopping a tree? Each hit chips out a piece and the final hit the tree falls down ?

odd ember
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oh you mean the act of the level sequence?

smoky egret
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yes

odd ember
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or

smoky egret
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oh okay, I presumed as it needs BP interaction it'd be here

odd ember
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BP interaction for triggering it yes

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that's what I described

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but what is actually contained within the level sequence

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is on the sequence itself, not in BP

smoky egret
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but the looping is BP

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is it not

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one sequence

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with play position fed from BP

odd ember
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yeah the fact that you're feeding it from BP

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up until that point, it is BP

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once the sequence activates, that's when it turns into... well, probably, #cinematics

smoky egret
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okay, thanks 🙂

lone patrol
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it does work but sometimes the force is super weak for some reason and sometimes its super strong
@lone patrol does anyone have any idea about why this is?

odd ember
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@lone patrol try with vector up instead vector forward

lone patrol
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oh no im talking about the first screenshot

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its constant if i use the blueprints on the second screenshot

odd ember
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probably your branch not working

lean thistle
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Hi, I'm trying to create a widget component and then cast to its type so i can trigger its events, but the cast always fails. Any ideas? Thank you

odd ember
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@lean thistle you're probably not adding the right type of widget

lean thistle
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Its definitely the right one :/

odd ember
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have you used breakpoints to check?

unique falcon
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hey you lovely lot, does anyone know a quick elegant way to figure out how much of a vector is in a specific direction?

lean thistle
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I'll mess around for a while more to get more details

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@unique falcon Im a little confused, vectors by definition have only one direction

unique falcon
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ah sorry, let me explain a little more - i'm trying to add a damping effect that allows me to prevent lateral sliding of a vehicle

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so my current plan is to try and figure out how much of the vehicle's current motion is towards the left or right of the vehicle

oak elm
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That would be the x coordinate of the velocity vector

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Unless Unreal uses a different coordinate system (I'm relatively new to it)

lean thistle
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in unreal it would be get right vector same thing

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for the node

unique falcon
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I guess i need to make sure my vector is in local coordinates then right?

oak elm
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Unless I'm not thinking straight, velocity is inherently going to be in local coordinates

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If you are moving at a velocity of (10,10,0) then your velocity vector isn't going to factor in your world position or anything

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it would just be 10,10,0

lean thistle
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so youre saying your vehicle slides to the left/right due to gravity? Thats what you want to stop?

unique falcon
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inertia really, there isn't any friction because it's hovering

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but i want to create a sort of stabiliser that i can tweak to make the slidiing feel right

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so in @oak elm's example, I guess I need to figure out how much of 10,10,0 is along my GetRightVector and then add a force that opposes that

lean thistle
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I was just thinking about adding an opposing force yes

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You could do GetRightVector, multiply that by -1, and add it as a force to the actor

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theoretically that should mean you cant move left/right at all, so to dampen you could change the -1 to whatever you want

versed sun
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pulling this out my butt, i would try getting right vector, normalize, and i think Y would be a multiplier ( + or -) to add small force every .1 sec. each force would be smaller and smaller until its 0

unique falcon
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yeah, that's working pretty nice so far

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the only problem i have now is that the damping force needs to scale with how much i'm sliding

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hence the need to figure out how much of my velocity is top the vehicle's left/right

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my gut says there's a simple mathematical way to figure this out quite easily

lean thistle
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Get Velocity-->Get Right Vector /GetVelocity

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Would give the fraction that is lateral movement

oak elm
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Yeah I was def mistaken, velocity is in world space, so you need the magnitude of the projection of the velocity vector on your right vector

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Which I don't remember any linear algebra lol, but I'll assume that Peter B's formula does just taht

lean thistle
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Lol i might get into unreal to confirm

unique falcon
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i'll try it out and visualise it

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that should help

smoky egret
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I'm almost certainly being really dense, but I can't find this node and it's in every tutorial for what I need... any ideas what I may be doing wrong?

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For reference I'm using a levelsequence blueprint

unique falcon
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Dot product mates

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Sorry BPRookie, just wanted to confirm with everyone that I think we got the answer - dot product (see Freya Holmér's magic visualisation) https://twitter.com/freyaholmer/status/1200807790580768768

dot product - visualized ⚪

the dot of two normalized vectors, as shown here, can say how similar they are

a • b = 1, same direction
a • b = 0, perpendicular
a • b = -1, opposite directions

you might also be able to see why it's sometimes called scalar projection~ https://t...

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lean thistle
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@smoky egret I wish i could help but thats uncharted territory for me

smoky egret
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any ideas what I may be doing wrong?
No worries @unique falcon . I've noticed what I was looking for was removed in 4.22... I'd greatly appreciate a pointer in the direction of what replaced it

lean thistle
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And im doing dot product tests right now lol

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Rookie I'd search for "time" and go through and read the options for nodes

smoky egret
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Okay thanks, will take a look

lean thistle
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Yeah dot is the way to go

maiden wadi
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Dot Product takes two normalized vectors and tells you if they're facing the same direction, yes.

unique falcon
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This is working fucking great now

oak elm
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nice!

unique falcon
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thanks a ton guys 🙂

lean thistle
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no problem im glad

smoky egret
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Apologies for the spam, but I'm really struggling at this point and would appreciate some eyes on this. I can't seem to get an input working within my BP. I converted a levelsequenceactor to BP and have stripped everything bar the input test out for now, but it still isn't working. The action input is set in the project settings. Could anyone please explain what is wrong like I'm 5.

maiden wadi
smoky egret
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I think so, but is that in the LevelBP?

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as in, does it only work there

maiden wadi
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It's just a different way to reference it. It should still work from a sequence player.

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As for your other question, you're plugging the player controller in wrong. That top slot where you plugged it in needs to be self. The Target is where you want Input Enabled.

smoky egret
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oooooh

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okay

odd ember
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tbh it should work regardless though, given that controller is the last actor to receive input

smoky egret
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works now, with the input changed

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cheers @maiden wadi

maiden wadi
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It won't work because he wants to enable input inside of that actor and he's not telling that node what player controller to let that actor receive input from.

odd ember
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I was thinking that input was enabled by default, but perhaps I was wrong

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I at least remember that from earlier versions

unique falcon
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I had that issue too but @maiden wadi's answer seemed to be far more informed than I would have been able to add 😄

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from my experience it seems like level blueprints and, in your level, whichever actor is possessed by playercontroller 0 also justworks™

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is that correct?

maiden wadi
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Not sure about level blueprints, but for the possessed Pawn, yes. The only stipulation on that is if you have the same event being consumed by the controller, in which case it would only fire on the controller and never the pawn.

unique falcon
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thanks for the clarification, that's really useful to know and i've stumbled by without knowing it for a long-ass time

odd ember
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in the docs there's a flowchart of input commands showing their hierarchy

smoky egret
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@maiden wadi Is there any chance you could point me in the right direction for how to get the levelsequenceactor? I'm just getting null options in this sequenceplayer

maiden wadi
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Which sequence player are you using?

smoky egret
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I converted a levelsequence to a BP

lean thistle
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Replication is giving me hell, I have health displayed over my characters by giving them a widget component, but I don't know how to let other players see the change in this health

smoky egret
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@maiden wadi okay I managed to get it sort of working with a spiderweb 😅

pallid grotto
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im trying to select UObject blueprints that inherit from a c++ class but nothing is showing up.

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I created a folder with two of these blueprint classes that inherit from the c++ class

odd ember
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@pallid grotto looks like you're trying to get instances of a class through the content browser

pallid grotto
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yes i am

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what is the correct way to do this

odd ember
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instances don't exist at editor time

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you'll have to spawn them first

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or construct in case of UObject

pallid grotto
odd ember
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yep

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well

pallid grotto
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ok thanks

odd ember
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the outer you don't need

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unless you want an "owner" of the UObject

smoky egret
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@maiden wadi so following on from your help I was able to get to this point, but the 'jump to' or 'scrub to' stuff seems to break however I put it in

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All I really need is a way to specify the different frame ranges to loop and the input to advance between

odd ember
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you can put a delay node in between and restart or you can fire them off a timer

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not sure how this works with it "breaking"

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I'm not familiar with the internals of level sequencer

smoky egret
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@odd ember thanks for the ideas but I think perhaps I need to show what the final output would "look like"... effectively the BP needs to let the seq run, then loop a defined section, and finally advance and complete the sequence on a keypress

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With all the help thus far I'm much closer to this, and have the fixed looping working, as well as detecting a key

odd ember
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well right now you're looping the entire sequence indefinitely I would reckon

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unless play range would indefinitely and not just for one play

smoky egret
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So currently I'm looping 30 frames of the sequence

odd ember
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is it all in one sequence?

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or do you have multple

smoky egret
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yes, ideally I want to keep it in one sequence if possible

odd ember
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you can do a DoN node on button press

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then a select on the counter from DoN

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select node

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then in each you can specify the frames you want every time you press a button

smoky egret
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so would that go inline or... I'm really unsure how to implement that

odd ember
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button press > DoN > your current sequence logic

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from your set range node, drag out each of your nodes and get a select node

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hook in the counter output pin into the index of the select

hexed saffron
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I have here an float array. It should do 0 + 22. This is 0 + 22 = 44
When I create a float only it does the job 0 + 22 = 22.
Is there something more to do when using an array?

odd ember
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you'll need to show your logic

smoky egret
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@odd ember I've hooked this up but it doesn't seem to work. I feel like perhaps I've explained myself poorly as Do N seems to be capping the number of times exec can run through

odd ember
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ah my bad

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in that case just make an int variable

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and increment it every time you press the button

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that way it should work

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(and use that as your index)

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@hexed saffron how do you read the result of your array?

hexed saffron
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hit result

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or for testing I just press O atm.

smoky egret
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@odd ember thanks for the help, will take a look at that in the morning

odd ember
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@hexed saffron I don't know what you mean by hit result

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and is it per frame? is it just once?

hexed saffron
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It´s OnComponentHit DoN 5 times.

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But that doesn´t matter I used Press Key O and it´s the same weird result.

odd ember
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have you tried breakpoints?

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currently your new var 0 isn't hooked up so it won't be set to whatever

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you could try hooking it up

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and it will probably show 44

hexed saffron
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If I connect the NewVar0 to the float + and the set there where the test float is. It works fine and it is 22

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The array do 0 + 22 = 44 + 22 = 66 from this point it counts up normal.
I don´t understand why the array do that at the beginning.

dry pewter
#

Hello everyone, i'm having trouble using sockets, on the image to the left there's the socket as seen in the "persona" screen, on the center image there's a sword attached as preview, on the image to the right there's the sword when spawned and attached by a blueprint, very far away from it's intended locations, what could be wrong?

hexed saffron
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Looks like the pivot point of the sword is wrong.

dry pewter
hexed saffron
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Okay but where is the swords pivot point?

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Could be you have to set the pivot point in your 3D software.

dry pewter
hexed saffron
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Hm? let me think a moment.

dry pewter
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Aye

hexed saffron
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And if you try under AttachToActor. Location and Rotation Rule "Snap To Target" ?

dry pewter
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let me try that

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Looks like the character is being attached to the sword and not the other way around. My cammera spring arm crashed into a wall and the character is floating at the possition the sword was spawn, also the movement is messed up

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I think the "attach to" node gotta be in the sword actor blueprint and not in the character... will try that now

hexed saffron
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Oh yeah maybe you need "AttachToComponent"

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You might test around a little bit.

dry pewter
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Put the attach node in the word's blueprint, happened the same (sword is being attached floating away from the character)

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Also wrong possition

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Removing the capsule component from the sword actor solved the possition, the movement is still weird

maiden field
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how is called the function where you can do an event only 1 time?

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sequence?

crimson zealot
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@maiden field You thinking about the Do Once?

maiden field
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maybe

atomic prairie
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Sorry I'm a beginner^^ personally I use the node Destroy on my triggerbox after the event play, not the best i think

maiden field
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@maiden field You thinking about the Do Once?
@crimson zealot doesent work. explain it is pretty hard

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SOLVED

atomic prairie
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I would like the player pick up a rope that follows it when it moves, an idea of ​​which word used to find a tutorial? Would it be like footsteps?

odd ember
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how would the rope work?

atomic prairie
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I'm looking, it would be starts from a precise point and on the other, it follows the player

odd ember
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yeah but is it short enough that it's something the player can carry in their hand

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or is it long and has an end point that just stays somewhere in the level?

devout geyser
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Hey guys. I made a simple AI that need to move non stop to random places but he stops after 4-5 moves any suggestion?

worthy frost
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just use a behaviour tree

devout geyser
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its staying stuck on wait

worthy frost
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yeah cause the move to failed

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cause its the same location

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more than likely 🤷

devout geyser
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so what do i need to do to fix?

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i have in the AI controller in the event graph 2 radiuses "Radius" and "Acceptance radius" what exactly are the differences? thanks for helpers 🙂

atomic prairie
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The player press a key in a triggerbox and the cable simply appears and follows the player when he moves

odd ember
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what happens if there is no more cable?

maiden field
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how can i cast custom event on level blueprint?

atomic prairie
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@odd ember what do you mean? if the player run too far?

odd ember
#

yeah

noble bramble
#

Morning all - I was wondering whether anyone has experience with trails, specifically those attached to weapon sockets (vs skeleton sockets). I've got trails working within our Anim Montage, using Anim Notify State, but this is using sockets attached to the skeleton of the character. I'd like to use sockets attached to the individual weapons - eg sword or spear. For the life of me, I cant see how to make an Anim Notify State trigger from an Animation Sequence (on the weapon) vs an Anim Montage.

atomic prairie
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I will put a triggerbox in the limits to remove the cable

odd ember
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ok

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I think there is a cable component that you can use, either as a free plugin or as part of UE4

maiden field
odd ember
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you should be able to get the end point of that cable and attach it to the player's hand bone

maiden field
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how can i cast this level event?

odd ember
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@noble bramble probably more of an #animation question

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@maiden field what do you mean cast? like multicast?

atomic prairie
#

Ok thx i'm looking for this plugin! What would be the right word to look for information on this cable process?

fickle kayak
#

Hi all,

Could I get some help - I have added 4 target points and every 5 seconds a pickup items spawns. I only want the next item to spawn once the current one is picked...What can I add to check? Thanks

odd ember
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@atomic prairie I think just Cable Component for ue 4

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seems to be default in engine

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try just cable without component, when adding a new component

maiden field
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@maiden field what do you mean cast? like multicast?
@odd ember from my player state to level

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from there

odd ember
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@fickle kayak you could initiate the delay/cooldown and spawn only when the power up is picked up

#

that would be the proper way to do it

lean thistle
#

@fickle kayak make a boolean variable called canContinue (or something else) and have it false by default. after you spawn the item and before the delay, do a branch and only go back to the delay if canContinue is true

#

you will need to set this variable to true from the BP Pickups when the item is picked up, that depends on how you coded that part

fickle kayak
odd ember
#

that will never work

#

there's no execution

lean thistle
#

for those four nodes on the bottom you can just right click and do get player character

odd ember
#

actually no

#

that will just get the first player

#

assuming this is multiplayer that won't work

lean thistle
#

Here's a better way to respawn it actually

#

after you call that DestroyActor, put the delay after there and after the delay just call your spawn function

fickle kayak
#

oooo

odd ember
#

you can't put a delay after destroy actor

#

you're destroying the actor

#

the delay has nowhere to go

lean thistle
#

Oh i misread it i thought the destroy had a target

odd ember
#

so first things first

fickle kayak
#

I can set the bool val to true after its destroyed and make the pickup spawn after

odd ember
#

from where the player picks up the thing, use a cast to pawn node instead of the branch

#

you can't do anything after it's destroyed

#

after it's destroyed it's gone

#

you can't check on it

fickle kayak
#

makes sense

odd ember
#

anyway do that for your pickup

#

and it will be correct

#

for your spawning

fickle kayak
#

Thanks guys

odd ember
#

we can do something nice but you need a new blueprint

#

you will be placing this blueprint in the level as a spawner

#

so each spawner just spawns 1 powerup

#

at the location where it is

#

basically

lean thistle
odd ember
#

almost

fickle kayak
#

Would I put something like this in the pick up BP

lean thistle
#

Wherever you had that first spawn node, youll need to cast to it

#

The bottom part is in the pickupBP

#

I dont know where you had the top part

odd ember
#

@lean thistle just clarifying that won't work

#

because you need a separate actor to spawn it from

lean thistle
#

why

odd ember
#

and that actor will need to know about its spawned powerup

lean thistle
#

pretty sure that would work

odd ember
#

so there needs to be a relationship between them

#

lol it won't

#

guaranteed

lean thistle
#

that is not the final code

#

its the idea

#

this is how people share blueprint solutions

#

no need to be an ass

odd ember
#

I wouldn't share incomplete code

#

same

lean thistle
#

I followed up and explained where what goes and that he'd have to cast. Thats all that needs to be done for it to work

odd ember
#

nope

#

it's not

lean thistle
#

Iceman message me if you have any questions

fickle kayak
#

yikes - dint mean to start a fight...I have a rough idea. lemme tinker and will message if I need more

#

Thanks for the help both 🙂

lean thistle
#

No prob

odd ember
#

without an owner you won't be able to register when the powerup has been picked up and when to start the cooldown etc.

#

and for that you need an event dispatcher

lean thistle
#

😆

odd ember
#

and that needs to be bound dynamically

#

so that every new pickup also gets that binding

lean thistle
#

You can do it with 3 blueprints, Itemspawnmanager will just be dropped in the world, it doesnt need any code it is empty. I'll post the code for the other two

#

Then you drop in the ItemSpawnpoint actor wherever you want the item to possibly spawn and that's it

odd ember
#

get all actors of class is going to be hella inconsistent

#

you can't guarantee you get the right one every time

#

or really any of the times

lean thistle
#

That's highly incorrect don't confuse him

odd ember
#

you're the one confusing him

lean thistle
#

Yes, because scripting an entire example for him with straight lines and comments is more confusing than your unnecessarily big words with your "bound dynamically"

#

Just let him learn it's not as complicated as you're making it

odd ember
#

funniest thing is literally there is a node to pass owner in the spawn node that would circumvent the get all actors

#

well excuse me if that's what it's called

#

maybe learn the terminology instead of acting like they're "big words"

#

it's not hard, the documentation is all there

#

christ

lean thistle
#

Rule one of the server is respect, when there's a new member with valid questions you should use the code that he or she used in their project and explain to them how to make their method work, not flaunting your knowledge by dropping terms you've picked up without an explanation. Teaching takes respect, and when you show them how their ideas can work it's better than telling them that their thought process was wrong when in actuality it's far from wrong. I enjoy teaching and learning here so I'm not continuing this immaturity past this. Anyone in here is always welcome to ask for help

odd ember
#

literally it's the terminology

#

binding an event dispatcher is a part of the engine

#

it's not a big word, it's what it's called

#

the fact that it's something you bind dynamically just means you're doing it at runtime

haughty axle
#

hi guys, i have stupid noob question my simple pick up (attach to component) gives broken animations, but it picks up the item and puts on socket. but animations super fast and buggy. I do everything in Item's BP. don't get it what i miss.

odd ember
#

so is the issue that like you have a hand that you want to pick up the item before putting it into the backpack?

haughty axle
#

nagh it's just simple inputaction to attach to component, it attaches but my movement goes all freaky

odd ember
#

ah

#

you probably need to disable physics

#

before attaching

dry pewter
#

How can i make a pawn to spawn looking towards the player?

zealous moth
#

get the lookat direction between it and a target (the camera) and set the pawn rotation

dry pewter
#

is "look at direction" a node?

#

Ok found it, thankyou very much!

#

Works wonders

zealous moth
#

np

atomic prairie
#

Ok I made my rope, but i've a collision problem

dry pewter
#

@atomic prairie loving the scenery man

atomic prairie
#

🙂

frigid anvil
#

quick question. should different saves all share the same slot name?

golden kite
#

how can I move a image in widget using graph?

velvet viper
#

yo, can someone help me out with recreating this effect? i've got all the wall running logic pre much down pat but I've got no clue how to implement the momentum based speed which gradually decreases, any help would be greatly appreciated!

undone timber
#

so i setup an orbitting camera on my game for my actors, but for whatever reason when i zoom out or in a little bit, the camera is trying to roll even tho it has 0 nodes that affect roll at all

#

and its parent even has absolute rotation

velvet viper
#

@undone timber screenshot the camera settings

undone timber
velvet viper
#

*spring arm ones

undone timber
#

the camera works fine but if i zoom in or out it randomly stars twitching and trying to roll

velvet viper
#

where's the zoom in and out logic

undone timber
velvet viper
#

what's going on with the relative rotation

#

have you messed around with that?

undone timber
#

is a top down platformer, where you can rotate the camera for eye candy

velvet viper
#

in the move component to, the y relative rotation is set to -90

undone timber
velvet viper
#

i can't even tell what that's supposed to be

undone timber
#

a ship being seem from the top down

#

and a space station

#

basically tahts the default camera position but you rotate, orbit from that position

#

hence the -90 on the camera

vocal urchin
#

Is there a way to check and see if an actor is in an array?

undone timber
#

i think he means... to know if an actor is on any array ...

vocal urchin
#

Eh, yes. Sorry, I am still learning the terminology of arrays

#

I am checking in the actor itself to see if it "is on" an array in the player controller

devout geyser
#

hey guys

#

just wanted to ask a small question, when a player presses E i want the emitter spawn on the ground and not exactly on the player height here is the image any tips on what should i do? https://prnt.sc/rqlyus

Lightshot

Captured with Lightshot

#

when ever i hook up the return value to the location it spawns the emitter in the middle of the body and not on the ground

undone timber
#

so any idea why my camera might be trying to roll?

vocal urchin
#

@devout geyser You could subtract from the Z the distance necessary to make it appear as if it's on the ground.

devout geyser
#

@vocal urchin i will try thx

#

@vocal urchin Thank you 🙂

vocal urchin
#

np 🙂

short ruin
#

is anyone here experienced with vaREST blueprint plugin?

undone timber
#

i was able to fix my issue, it was related to using set position along with rotation, changed the camera zoom to a offset method which solved it all

safe geyser
#

Where would I go about adding LaunchCharacter to have my player push an enemy away if walked into?

hallow night
#

in the enemy blueprint > event hit > get player character == hit actor > true > get player character connected to get actor forward vector Multiple that by 1000 > connect to launch character

short oriole
#

Hey, just wanted to know how I can create custom Blueprint nodes with c++. All I found was on the wiki which is offline

astral fiber
#

Do you guys have any Idea how to make an invalid Vector?
The problem is that I need a placeholder Vector, as there is no NULL in Bluieprint I thought I maybe could use an invalid one, any ideas?

neat star
#

so apparently divide by zero or something

trim matrix
#

@short oriole not sure what level of customized you mean but in general use the BlueprintCallable specifier and if you want something to be accessible globally, use static or make a Blueprint Function Library

tawny tinsel
#

can unreal engine run these drivers without crashing

neat star
#

I would very much doubt you'd have a particularly enjoyable experience, but there is really only one way to find out

fallen karma
#

Hi I've tried googling and looking up the UE documentation but I just can't seem to grasp to content of this. I want my players projectile to ignore the box collision you can see in the picture and only register a hit if it hits the middle box. How would i go about doing this?

Right now I'm checking if what i hit uses the enemy interface to see if i can damage it

neat star
#

make the outer box ignore the projectile, have some collision for middle box

trim matrix
#

Hi guys, I am using this vector variable with a 3D gizmo to set a material fading out . But this vector seems so get some scaling when I scale my actor. I need to have the exact WS location of my gizmo whatever the scale of my actor, and I cant seem to find a solution... also the gizmo itself gets scaled with the actor and ends up looking huge and stretching in really ugly ways. Pls help

#

it gets some sort of double scaling when I scale the actor and the gizmo's actual position is multiplied by the actor scale :/

maiden wadi
#

@fallen karma For what you're trying to do, you need to set the Block Collision channels in your objects. Your Outer box needs to ignore whatever type of object your bullet is and the inner object needs to block it.

fallen karma
#

@maiden wadi thanks il check it out!

glad kayak
#

how do you do UE_LOG in blueprints?

trim matrix
#

oh hi, mark

covert crane
#

@glad kayak PrintString?

#

@trim matrix 😆

trim matrix
#

does anyone know whats wrong with my BP pls T-T

#

see above

glad kayak
#

thanks I didn't realize there was a print to log toggle

smoky egret
#

Okay so after a long morning (now afternoon) of mucking around, I've got my sequence working... but only if I use the Event ActorBeginOverlap. If I plug in a box collider it doesn't allow any other interaction... any ideas?

#

no change but the start input... but this is beyond my 5 yo IQ

vast quest
#

Im having trouble getting speed into wall collisions to work.
As you can see it works on the ground, but not consistently on walls.
Are there any videos, tutorials or help i can get on the subject?
Event hit doesn't seem to register walls and it's based on the capsule component i think.

#

It works when hitting the wall from an angle since momentum isn't stopped.
However from the front all momentum is gone.
So i think i need something that picks up velocity before it goes through hit detection..?

latent junco
#

Does a While loop go to Completed immediately once its condition is met or does it run through the rest of the loop as well and only check the condition once it starts a new loop?

vast quest
#

Goes to completed once array is done.
You can test how it works with a print string.

maiden wadi
#

That's not a loop for arrays. A while loop will run until it's bool condition is false.

vast quest
#

Ahh my b

#

It should run until false.

#

Should be simple to test.

maiden wadi
#

For example. If you create an integer variable, and increment it in the loop body, and put a IntVar<10 in it's condition, and tell it to print IntVar at the completed, it'll print 10.

vast quest
limber sinew
#

Hey quick question. I’m trying to store the #of interactions the player has with each NPC. Currently I have an int on the NPC that gets added to each time there is an interaction. On the player side I’m storing the names of the NPCs interacted with in an array. I can easily store that int in an array as well, but I don’t know the logic of how to associate that int with the text of the name. Any ideas? Or if I should be going about this in a totally different way haha?

latent junco
#

@vast quest @maiden wadi thanks, getting some infinite while loops and trying to debug...

vast quest
#

😉

#

@limber sinew I know the logic for it, but i don't know the implementation for it in UE4.
What you want is something like a table (2D array), visualised just think of it as an excel document with 2 columns and <NPC name> rows.

torpid linden
#

@limber sinew you can use a "map" to store values by a key, so you have a map keyed on the NPC name and with the value being the int

vast quest
#

Ahh mapping is even better.

torpid linden
#

or, as you get advanced, make the value be a struct to store multiple bits of info about the players interactions

limber sinew
#

Ahhh forgot about maps. I was debating a strut too but wasn’t sure. That’s a good idea

#

Can you store a strut in an array?

torpid linden
#

yes

limber sinew
#

Hawe yes. Thanks a ton!

maiden wadi
#

Some people complain about issues with arrays of structs, but I can't say I've ever personally had an issue with them.

smoky egret
#

I don't suppose anyone had any idea why this works and the unlinked one doesn't? (more in my above imagedump)

feral kiln
#

hey guys, so i wanted to know how i can get current real time inside unreal with blueprint, i know there is a "now" node that gives you current time of the device but the problem with that is you can change time on your device. imagine your game needs 100 minutes to regenerate health of the character but anyone can close the game change device time , come back to the game and boom, you have full health...

torpid linden
#

there's no such thing as "real" time

feral kiln
#

so you say that is impossible ?

torpid linden
#

you need to define your terms

#

ultimately, you can't stop someone from doing whatever they want with the hardware that they control

#

so you need to decide how hard you want to tilt against that windmill and how much time and energy you're willing to invest

feral kiln
#

hmmm, but if i don't fix that this is going to be huge bug

torpid linden
#

is it?

#

you can exactly that in animal crossing and it's outselling doom and nobody really cares

leaden glacier
#

I have a MediaTexture i need to read the rgba data from, is it at all possible to get the texture's rbga data somehow? In either blueprint or cpp

torpid linden
#

except in getting in catfights on twitter

#

if its a competitive game, and the issue is the integrity of the competition, you need to move stuff like that off the players device and onto a centralized server

#

for single player games, how hard do you want to try to stop someone from cheating at their own thing?

vast quest
#

@smoky egret Enable generate hits when selecting Collision Bounds and check Collision Presets for Overlaps

coral ridge
#

😕 I'm on the right logic track? I guess i'm in a tunnel-view
Edit: okay, better say: This is my approach. Is there a better way? My atm. working status is: Make Parents/Childs and build in a struct

smoky egret
#

@vast quest okay with that change it plays the sequence, which it already could, but the inputaction still doesn't work

sage shoal
#

is possible to put psycokinesis ability by bps?

maiden wadi
#

@sage shoal I assume you mean making it so that a character in the game can move around objects or throw stuff around?

sage shoal
#

yes

#

its in a third person project

leaden glacier
#

Its very possible but hard to explain

sage shoal
#

its like, the character will be able to hold objects that has physics enabled in a radius

maiden wadi
#

It's entirely possible, I'd say. A lot of it is just disabling physics and enabling it at the right time, and applying force to objects.

sage shoal
#

i see

maiden wadi
#

I mean you could do it without disabling physics at times too, but you're looking at a lot of extra math to hold something still vs just disabling it temporarily for something like pulling an object in front of the player character to ready it to be thrown. Then you'd enable physics and apply force in the direction you're after.

sage shoal
#

i mean

#

the character will only be able to hold the things that has physics enabled

maiden wadi
#

Like I said, doable, just requires a lot of extra math. But I'd say It's doable in blueprints easily.

sage shoal
#

ok will try

#

just have no idea where to start\

smoky egret
#

@maiden wadi I know I spammed you with questions already, but any idea what I'm doing wrong in the above box collision (15:32) that's preventing input (vs the actorbeginoverlap of the BP which works)

maiden wadi
#

Start with picking something up. Single object. On pick up button held, start a tick or timer or something that updates often, apply force on it to move it towards the character and keep it in the air, You want the point to be a point probably a few feet in front of the character. Once within a certain distance of the point in front of the character, add a different force to bring the object's velocity to 0

dapper cradle
#

Hi guys!

I have a BP which spawns a skel mesh in to play its animation.
Here is the BP I use to do that.....
https://gyazo.com/a95f80e922f341bd51a516360da3c810

What I want to know is if it is possible to use a flip flop node so that when the button is pressed again, the animation will be removed from the scene ?
Or is there a more practical way to remove it that i havent thought of ?

Gyazo
sage shoal
#

thanks ate the whole thing lol

maiden wadi
#

@smoky egret Hard to say initially, the only reason that the top one wouldn't work is if that specific component wasn't overlapped.

smoky egret
#

I think it was just constantly tripping as it remained overlapped during the seq

dapper cradle
#

would something like this make sense for that task ?

maiden wadi
#

@dapper cradle I think you're looking to DestroyActor on the other side of the flipflop.

dapper cradle
#

is htis on the right track ?

#

this ?

maiden wadi
#

Yep, just plug the Return Value of the spawn actor into the Destroy Actor.

dapper cradle
#

Boom! Success!

#

feel like im slowly getting this, thank you!

latent junco
#

Hey, this is giving me an infinite loop and I don't understand why. Shouldn't it run through to the end, then detect that the condition for the first While Loop is no longer met and exit the loop, printing 'Hello' and 'There' along the way? ?

#

The bool starts as true

#

ah, nvm, made a mistake!

#

pulled in some wrong variables

torpid linden
#

gate or sequence nodes might be better choices for that kind of logic

maiden wadi
#

You're never incrementing Int2. Second loop will never stop because it's always below 3.

latent junco
#

Yes, rushed out my first question without double checking, this is working now

maiden wadi
#

You're still setting In1 off of Int2, that'll cause you problems.

latent junco
#

🤦‍♂️

#

aye

dapper cradle
#

If this is my reset level BP
What node would i need to exit/quit level ?

#

exiting play mode would do for now

#

found something that worked!

#

A node called "Quit game"

astral fiber
#

I am iterating over a Map, is it possible to get a single element of a Map at i? Like an array, where you have the "Get" node.

versed sun
#

Values

#

maybe

astral fiber
#

what you mean with that?

versed sun
#

sec,

#

making an example

astral fiber
#

Ah, maybe with the Keys node

versed sun
#

Keys get your first Array, Values get your secont Array

astral fiber
#

Is a map allways ordered?

versed sun
#

do you want to get the value at index i ?

maiden wadi
#

Maps are always ordered in the order that you place them in if I recall correctly.

astral fiber
#

I want to ForEach over the whole map.
But for maps there is no ForEach, so I have to do it different.
I did not know about the KEYS node. But with that its extremely simple.
Thanks for your help

amber glen
#

What would be the easiest way to get the camera component attached to an actor, if any?
I don't want to loop through all children components, since this check will be done a lot, is there any workaround?

versed sun
#

Assign it its own variable in the construct script

#

@astral fiber did you find what you needed ?

astral fiber
#

@versed sun Yes, thanks for all your help!

amber glen
#

I want it to be dynamic, any actor can go through that function

pallid grotto
#

How do I add a BlueprintImplementable function to a class and have classes that inherit from that class have their own implementations of that function in blueprint?

torpid linden
#

not all actors have camera components, so if you want it to be generic over actors you'll have to search for it

#

but you can make an interface or a type that you filter on

astral fiber
#

@pallid grotto where exactly do you need help?

  1. Have you already created the interface?
  2. Have you created the class which implements the interface?
  3. Have you extended the (Blueprint/Actor/Class) from the Class?
#

If you now want that one of those Classes override the function, I would rather make a second baseclass with another implementation of the interface function

torpid linden
#

blueprint map documentation doesn't say anything about ordering, but TMap is unordered so I wouldn't assume the blueprint one is either

astral fiber
#

@torpid linden Thats what I thought as well, in many programming languages a map is unordered

pallid grotto
#

@violet cargo I got the answer in the cpp chat

torpid linden
#

there's some notable exceptions but yeah unless the docs explicitly state an ordering I would not rely on the ordering in any associative data structure

dapper cradle
#

the previous pic is what i have, the second one is wherre i am stuck

astral fiber
#

Have you tried dragging out the pose and then use the context search?

dapper cradle
#

I havent done that before, what should i do ?

astral fiber
#

Your problem is, that you dont know how to get the Idle Node into the blueprint?

dapper cradle
#

yes

#

i have the animations all in the level

#

but i need to get that animation into this graph

#

the node anyhow

#

I coppied and pasted, I got the node in but apparently it uses a different skeleton so it has an error

maiden wadi
#

@dapper cradle You can drag animations from the content browser into the graph.

#

There's also a thing on the right side, Asset Browser, you can open that and drag from there too.

dapper cradle
#

I think my issue is that the idle pose anim has a different skeleton

#

ill have to look around and swap them out

#

Hmm I remember changing the skeleton before but no i cant figurte out how i did it, it is greyed out in most places i can access it

limber sinew
#

would it be dumb to store all of your player data in a single stuct? Like health, level, stats, etc

#

and then modify that struct in the player bp every time you wish to update a value?

vast quest
#

Should be fine.
Only problem with structs in BP is that if you delete a value you have to update a lot of sections.

#

So consider what values you store inside and how important they are, no brainer values like HP, level should be fine.

limber sinew
#

oh good call

maiden wadi
#

I don't necessarily know that I would personally use a struct for that. For saving? Definitely, but for use at runtime? I don't want to have to unpack my health variable, just to alter it and repack it every time. Just sounds like a hassle for design.

vast quest
#

So im trying to find a statement wether or not the player crashes into the wall, but i can't really get the angles down.

torpid linden
#

gameplay ability system is what I'd use for all that stuff now

maiden wadi
#

@vast quest Will something like this work for you? Just plug an inrange -30 to 30 or something into that. It'll tell you if the player is facing the wall that the player collided with.

vast quest
#

Well sorta, you can get the hits from over those angles

#

So if i speed alongside the wall it goes through -_-

torpid linden
#

when you say go through do you mean you actually clip through the wall?

#

or that the hit event doesn't fire?

vast quest
#

It's more of the same problem really.
Player takes damage when speeding sideways along the wall as seen here.
Instead of direction impact damage when speeding straight into wall.

torpid linden
#

sorry I want to be clear. The issue is that the player DOES take damage when moving along the wall and you don't want them to? And if they hit the wall straight on, do they take damage or no?

vast quest
#

Speed sideways along wall = Shouldn't take damage, currently does, unwanted.
Speed straight into wall = Should take doesnt, currently doesn't, wanted.

torpid linden
#

so without looking too hard at your blueprint, that sounds a lot like you just have your check inverted

still ridge
#

hey, I am kind of confused. Working in 4.25 and I can't create a "delay"-node in the level BP. Is it a bug or has epic changed that?

vast quest
#

You can't use delay nodes inside functions, only inside event graph.

#

Afaik restrictions where you use it.

still ridge
#

it sthe event graph in the level bp, like i said

#

it makes sense that it doesn't work in a function, but it's not in a function just in the event graph of the level BP

#

nvmd, restart fixed it...🤨

vast quest
#

Seems like i can make delay in level.

maiden wadi
#

He's using the 4.25 preview though. Hard to say what is/isn't broken since it's in beta. I can't find any mention of it being removed or changed in any way, that or latent nodes.

#

@still ridge Just curious, can you create a delay node in the graph if you right click and remove context sensitive?

still ridge
#

cant reproduce it after the restart of the engine... it works like expected now 😕

maiden wadi
#

Guess UE4 should follow A+ first rule. Restart it. XD

vast quest
#

I had a problem yesterday, it was solved by restart. Restart works.

mild pine
#

It's equipped, but it's returning Failed cast.

#

I'm trying to cast different types of Objects to it, but the parent of the Bow actor is a child of Actor

pure plank
#

Hey guys, I'm trying to cast to a Blueprint animation but I'm not sure what wildcard to use, any help would be greatly appreciated.

maiden wadi
#

@mild pine What you need, is a reference to the bow as an actor before you can cast it to your BPBowTwoHandedReal

#

Casting is just taking a reference variable and telling the variable what to act as. You can't make one object another. For example. You have two objects, They're both actors. One is Apple, one is Orange. They have a Color variable inside of them. If you line trace and hit apple and tell that actor to cast to orange, it'll fail. It isn't an orange.

#

If you hit apple and cast to apple though, it'll succeed, then you can tell it to print it's color, and it'll print red. Casting allowed you to turn Apple's actor reference into an Apple reference so that it could access the variable inside of it.

pure plank
#

Thank you. I understand what casting is, Im having difficulty casting the My animation blueprint to set a bool. i would do it the other way but its not working correctly so i need the actor to cast to the animationBP , i just cant figure oout what object to use to make it find the selected one.

unborn turret
#

how can i do a select on a text field? So if text field == x then image == x

#

or do i have to manually set it for each case

maiden wadi
#

@pure plank I could be entirely mistaken, but this might be what you're looking for?

pure plank
#

Awesome, Ill give it a shot, thank you. Im doing it in VR so need to figure out how to get the hand mesh from the parent to the interactable first. Ill let you know if it works.

safe geyser
#

@hallow night Thanks!

lone tiger
#

Hello guys, I did not know where to put this problem but if someone knows how to repair it I would appreciate it. Im having overlapping problems with the widgets.

molten badger
#

Good evening comunity ! :)
I would need just a little push to the right answer.
I want to create skilltree in an child actor and than call it from the parent. In the widget i set some variable and directed it towards the child actor and than i tried to call the function from the parend i got this error

Blueprint Runtime Error: "Accessed None trying to read property ChildActor". Blueprint: Thirdpersonchar Function: Execute Ubergraph Thirdpersonchar Graph: EventGraph Node: Open ST
I assume i am not getting the variables from the widget. Which node would i need to set variables for 2 actors, without making new varibles for both. Thank you in Advanced !

#

@lone tiger ex. sry, not sure about your problem. the overlap right side ? not sure how you made it in the first place xD but..move the positions ??^^ Sorry im learning this :3

loud cipher
#

how can i set a bp that makes me posses a camera when a key is pressed?

versed sun
#

Set View Target with Blend

loud cipher
#

where can i do that?

versed sun
#

on key press, just need to plug the camera into New View Target

#

and need player controller

loud cipher
#

Thank you

versed sun
#

np

molten badger
#

root component does not work for me 😦

cursive drum
#

Hey guys... I'm working on integrating ALS with CI and curious if anyone has tried this before? The Character Interaction has many warnings right out of the box that I would love to fix before moving on. I mostly do art so I'm trying to figure out why i get so many array warnings and how to go about fixing them. Here are some screen shots and video of some of the warnings and errors I get. Thanks in advance. https://www.youtube.com/watch?v=ZP3160GrKcE&feature=youtu.be

I'm in the need of some help figuring out how to get rid of some of these bugs ans warnings. a lot of the array bugs you get are right out of the box of Character Interaction I would like to fix these before i move on to adding more stuff or just give up and use a different sy...

▶ Play video
dry pewter
#

Hello everyone, i might be stuck in something obiouys here but, i hace a static mesh asset on my pawn, it's a sword, and i need to enable physics/collision on it so i can create overlap events, therefore damaging enemmies when te animation attack takes palce.

However it says that i need to enable simpole collision on the static mesh asset, i can't seem to find the thing,

#

I thought it was something here but it's still not letting me enable pysics

lone tiger
#

@molten badger I have a pop up notification over every other widget but some part of other widget are showing like if the were over the pop up but there not. You can see it with the coin.

jolly trail
#

I'm struggling a little and can't find anything on this, I would like to get a boolean from another blueprint

#

probably a question 20 people ask here everyday

#

I'm struggling to explain why aswel lol, I'll keep searching but if anyone sees that i'm making an obvious mistake or something please do tell me 😄

dry pewter
#

@jolly trail Actually i can help you with tht, as the rookie i am

#

The best way to manage that is making the variables you want to acces form another blueprint, have a "mirror" on a global variable

#

Such global variable should be stored on the gamemode blueprint, or the gameinstance blueprint, that is being used in the project

#

Then the "cast to node" you are using would not be "teleport_cabinet" but "gamemode"

#

And the node you attach to your "?" would be "get gameinstance" or "get gamemode" accordingly

#

Let me show you

jolly trail
#

Alrighty, that would be awesome 😄

dry pewter
#

Here i have a variable called "Enemy Index" to count the ammount of enemy pawns spawn on the map, i add +1 to it after some math (off screen) and then make the "mirror" variable called "EIndex" stored in the "ThirdPersonGameMode" Variable have the same value

jolly trail
#

Lemme read that, thanks for helping me by the way!

#

Hmmm lemme try it that way

dry pewter
jolly trail
#

That's smart

dry pewter
#

I had a really hard time figuring out how to make a variable global or read it from another blueprint, this is the best solution for me

#

Hope it works for you

#

Well I kinda got it to work but I doubt this is very.. clean?
@jolly trail This would work but will get messy when you have more than 1 "telepeort cabinet" on your map, you'll need a "do while" loop and some kind of flag on the specific cabinet you want to take the boolean value from

jolly trail
#

Seems like it's not possible with a boolean 😦

dry pewter
#

sorry not a do whie but a "for each"

jolly trail
#

I'll only have one actually so maybe I could get away with it?

#

I mean.. it kinda works hahah

dry pewter
#

It must work of you only have 1, the variable value will not be persistent through map loads

#

within one map and another

#

Also it should work for boolean

jolly trail
#

I'm gonna look into it a bit more with the stuff you sent me a bit earlier, It's probably just me derping around

#

Thank you so much by the way!

#

You're right, it should be possible with a boolean aswel

dry pewter
#

Don't worry, hope it helps

#

Create a boolean variable on the"gamemode" blueprint, turn on the eye icon so it's accesible from other blueprints

#

When map loads, it sets the variable to true (from the map blueprint to the gamemode blueprint)

hollow knoll
#

im sorry iv been having an issue regarding navmesh. i have rocks i want player to destroy. that works fine and the actor gets removed. the navmesh will not update after the removal of said item/items. any help would be greatly helpful. x

torpid linden
#

what kind of object are you using for your rocks?

hollow knoll
#

in what way?

torpid linden
#

like a destructible mesh?

dry pewter
#

Then when the player presses "C" if the variable is set to true it will print a message

hollow knoll
#

wanted to use destructablle but na just static

dry pewter
torpid linden
#

I have basically the same thing, except I'm using destructible meshes and the navmesh correctly generates under them, so they act as dynamic obstacles until they break and then you can move through them

jolly trail
torpid linden
#

let me finish loading this and I'll check what flags I have on them

hollow knoll
#

i did think about the navmesh update whatever in the project settings but iv got a top down so some reason makes the ai mess up

torpid linden
#

if you use dynamic navmesh it can generate itself when you destroy them regardless

hollow knoll
#

how u mean dynamic nav?

torpid linden
#

you can configure your navmesh to build and update at runtime, so you can change geometry

#

or to deal with very large worlds where it's not practical to build the navmesh all at once

#

I accidentally once turned the dynamic part off with a navmesh volume covering something like 60 thousand square kilometers and my computer was very unhappy

hollow knoll
#

i know in project settings under navigation you can set it to dynamic. although as mentioned this messes up my character/npc.

solemn dagger
#

hello, if i have a bpParent that has multiple ChildActorComponents how could i use setlocation with sweep option on the bpparent using the collisions of the childs ??

torpid linden
#

if you use dynamic navmesh you have to set up actors that build the navmesh in an area around them

hollow knoll
#

what using a nav modifier or something simular

torpid linden
#

anyway, try turning off "Can ever affect navigation" on your rocks

#

that should get the navmesh generation to ignore it, but leave their collision intact

#

be aware this means the nav system will generate paths through them and then fallback on bumping its way around

#

or you can try the dynamic route, the thing you want is a navmesh invoker

hollow knoll
#

think il just stick with affect nav for now. ty though iv literally been sat on google all day trying to force regen of the nav

crimson zealot
#

Hey!
I got a small problem, and i am not sure how to word it to find it on google, hope one of you can help me
I am still a noob, so it might be really easy

I have a spawn point where I am spawning an actor and I want to be sure that it has moved all the way out of spawn position before beeing able to spawn a new one to avoid collision. Anyone got a good solution?

flint surge
#

You can use overlap events

#

So you have a static mesh component like a box, which you use as a trigger volume

torpid linden
#

when you spawn an actor there are options you can pass about what the behavior should be if the place you want to spawn them is blocked

flint surge
#

and hook into On Component End Overlap

#

It all depends on details of how you want to architect things

#

Does anyone know if it's possible to spawn widgets from an editor utility blueprint and attach them to the viewport?

flint surge
#

Based on my preliminary findings it doesn't appear to be possible to attach new widgets to the editor viewport from a utility widget, without doing a lot of work in c++

lusty shard
#

Anyone know how to set the mouse position to the center of the screen?

#

I have googled this and tried everything.

flint surge
#

not sure, but player controller seems to have a function called SetMousePosition

#

never used it myself but it's worth a shot

lusty shard
#

The results I have gotten so far is that the mouse is either set to top left of the popout window (where click some reason stops my ability to drag) and the other is the mouse is set to top left of all three monitors.

#

yea Im using that. and the results are above lol

flint surge
#

What are you trying to do?

lusty shard
#

on begin play, set the mouse to center of screen

#

not forever

#

just at begin play. because I have edge screen panning and right now, as soon as you start the test, the camera starts panning

#

exploring rts controls.

flint surge
#

what are you feeding into that function?

#

0.5 * viewport dimensions?

lusty shard
#

yep after getting viewport size

#

Ive even tried setting the SetMousePosition values to exact pixels.

#

no matter what I try the result is 0, 0 for either the popout viewport or 0, 0 of my left most monitor.

flint surge
lusty shard
#

ive also tried all the options in the playerBP and the HUD

flint surge
lusty shard
flint surge
#

I can't really test this myself because I'm accessing my Editor via both a virtual machine and RDP right now

#

so I have no idea where my cursor is on the remote machine

lusty shard
#

whats RDP?

flint surge
#

remote desktop protocol

lusty shard
#

fancy. let me try your screenshot

#

thats what I was using but will try to mirror your setup

dry pewter
#

Question, i need the cammera that follows the "Third Person Pawn" to turn towards certaina ctor location when i press a button.

If in "cammera boom" i place the pawn mesh then the "Third Person Pawn" indeed rotates towards that actor location

But i haven't been able to move only the cammera

lusty shard
#

yep same result after doing exactly what you have

flint surge
#

Welp, I dunno then -- never had to mess with the cursor

#

did you try that "Set Input Mode" node?

#

no idea if it'll do anything though

#

@dry pewter I don't understand the question. What's moving instead?

dry pewter
#

@flint surge this setup makes my player pawn to turn towards another actor. i need it to not rotate the pawn but only the cammera following the player

flint surge
#

In the other screenshot you had a different node, did that not work?

#

Although I think it should probably be "set rotation" rather than "add rotation"

#

set actor rotation will rotate the root component, you need one of those functions that targets a specific subcomponent rather than the whole actor

dry pewter
#

In the other screenshot you had a different node, did that not work?
@flint surge no it didnt

#

set actor rotation will rotate the root component, you need one of those functions that targets a specific subcomponent rather than the whole actor
@flint surge Exactly what im strugling with

flint surge
#

So try a node that targets a specific component instead

hallow night
#

Stamina or cool down or both. what do you guys think is better for a combat system for an rpg/adventure game?

zealous moth
#

God, not stamina, stupidest mechanic ever

flint surge
#

might be better to ask that in e.g. the #ue4-general channel or one of the others

#

"Do you sell hand sanitizer?"
"Uhh, sir, this is a Wendy's"

zealous moth
#

I'll have a Purell and some 70% EtOH

dry pewter
#

I think this one might work:
@flint surge didn't work 😦

flint surge
#

What do you mean?

#

No rotation or the wrong rotation?

dry pewter
#

no rotation at all

flint surge
#

Well there shouldn't be anything wrong with that node, as far as I know, and it's what you'd want to use for rotating a specific component

#

When I did a similar thing I was using SetRelativeTransform but it's more or less the same thing

#

To debug you can try setting breakpoints and seeing what's being fed to where, and making sure the values make sense

dry pewter
#

I think it could be that the cammera is attached to a spring arm and it's not a "free" cammera

flint surge
#

probably

#

depends on the settings of the arm

zealous moth
#

based on what you wrote @dry pewter , what you should look into is camera offset; it is a transform so you can set rotation and location. And then simply add to the camera.

maiden wadi
#

Wait, what? All you need to do is uncheck the Inherits on the rotation vectors, then you can rotate the camera freely and it'll still follow the spring arm's location.

#

@dry pewter Uncheck these on your CameraBoom/SpringArm thing. You'll be able to rotate the camera where ever you want after that.

dry pewter
#

let me try that

maiden field
#

how can i separate each element of a string? like from : |credits|level|x|Y|z|a|b|c|....

flint surge
#

in a blueprint? I think there's a string split node

maiden field
#

mh

maiden wadi
#

Split, or ParseIntoArray, yeah.

maiden field
#

how exactly?

flint surge
#

I guess you need the parse into array one unless you want to recurse over the right output until it doesn't split anymore

maiden field
#

mh

#

should be like this

dry pewter
#

@maiden wadi it kind of solved it but not entirely, it's a step forward tho

flint surge
#

if your input looks like this A|B|C|D;1|2|3|4;foo|bar|baz, yeah

maiden wadi
#

@dry pewter What are you trying to do? Sorry I missed earlier.

dry pewter
#

My pawn has a spring arm and a cammera, it's a regular third person pawn child. I need the cammera to "lock on target" enemmy

maiden field
#

is like this

#

|credits|level|experience|;

flint surge
#

Should work if you have "cull empty strings" enabled, yeah

dry pewter
#

If i put the nodes on an "event tick" node it should work

maiden field
#

Should work if you have "cull empty strings" enabled, yeah
@flint surge how exactly i have to connect them

flint surge
#

Kind of depends on what you intend to do with the data

maiden field
#

just connect to the structure members

flint surge
#

I think for that you need a local temporary variable

#

You don't want to "set the structure" on every iteration of that loop, since your loop is going credits -> lvl -> XP

#

you'll want to, for instance, make a temporary local variable of type Player_data, before that for loop

maiden field
flint surge
#

and then in each iteration, set the correct field, e.g. based on the loop index

#

or with a string comparison -- depending on whether you expect the structure of that data to change over time

#

so basically... -> set local_tmp_player_data to a new empty struct -> for each substr in credits|lvl|xp parsed into array -> a sequence node or something to choose the right field to set based on loop index -> setter for the corresponding field

#

then from the loop's "complete" pin, you'll want to set the actual output struct to equal that temporary you just populated

maiden field
#

imagin that im not english and this is
hieroglyph language for me

flint surge
#

I can try and throw together a quick mockup

maiden field
#

yes plis :c

flint surge
#

I'm not sure how to properly do a switch-case type deal with blueprints

#

there's probably a cleaner way of setting that up

#

and I forgot to add the struct into the return node there... oops

maiden field
#

i dont need a return node

flint surge
#

Right, this is with the assumption that this is all wrapped inside a function

#

now ofc here I'm setting elements of an Int Vector struct

#

because I didn't feel like making a copy of your player_data struct

#

but it should illustrate the point

maiden field
#

ye i need it for a string version

#

is just 3 strings

flint surge
#

should work just fine like this

#

you just don't need that one string -> int conversion node

#

If this is still confusing, you may want to look up some tutorials on the basics of flow control and such

#

because if you copy this 1:1, it may not work if I made a mistake

#

I didn't test that mess, I just threw it together to illustrate what I meant

maiden field
#

should be right. following yours.

#

nvm

#

oh. i forgot to pin

flint surge
#

that's not quite right in general

#

you still need to set the fields in the struct instead of what I assume are temporary local string variables

#

and add that player's struct to your array

#

Another option is to not loop over the array at all

#

and just set the members sequentially

maiden field
flint surge
#

so when you get your array of strings that look like this split_string = { "5000", "52", "3534" } or whatever, you can go tmp_struct.credits = split_string[0] and then tmp_struct.lvl = split_string[1] and so on -- except with blueprints

#

then you don't need to go "wait which iteration of the loop are we in?" in a for-each loop

#

tbh I think that might be cleaner

#

either should work, I think

maiden field
#

i try

#

is just the temp local blue variable that i dot gert

flint surge
#

but the point is you're making instances of your struct per each player and setting the string fields based on the elements of the array you split from your input

#

only works inside functions

#

if you're inside Event Graph, just use Variables

#

although I'm not sure if you need it in this model

#

might be possible to just do "Make Player_Data" instead of setting a local variable, and pass that reference around

#

the local variable is mostly just for being able to refer to it from anywhere in the graph without having these damn noodles everywhere

rough wing
#

Does anyone know why this is not working?

maiden field
flint surge
#

I'm not sure, define "not working"?

#

Maybe you could add a print or something branching from "hit result" or something to check if anything is actually caught by the raycast

maiden field
#

i mean. player_data is inside login gi

flint surge
#

there's only one "player_data" in there?

#

Why are you looping over a string containing multiple players then?

rough wing
#

@flint surge The object is not following my finger. When i add a print it works fine. The problem is the object not moving

maiden field
#

the same string

#

|0|0|0|;

flint surge
#

I'm assuming "data_in" is something like <player_1_credits>|<player_1_level>|<player_1_exp>;<player_2_credits>|<player_2_level>|<player_2_exp>;<player_3_credits>|<player_3_level>|<player_3_exp> and so on

#

otherwise, what's the ; delimiter for?

maiden field
#

i try to explain what is happening

flint surge
#

you've got two nested for-loops there

#

@rough wing If you print XYZ the values change?

rough wing
#

Yes

#

It shows my fingers location

flint surge
#

to be clear, this is VR?

#

I'm actually not sure what that finger cast does

#

"under" makes it seem like it's projecting from screen space to world space and doing a raycast

rough wing
#

Mobile touch

flint surge
#

ah

maiden field
#

first at all. when the game start every second im performing a json request to my php page. then i get an echo from my database, the eco is
echo "|".$row['Credits'] . "|".$row['Level'] ."|0|;";
so the result is |0|0|0|
then . i should parse into array to delimit the end and it's ;.
then i parse into array to divide all the element 0 0 0.

flint surge
#

then just do string split on ";" and grab the left piece, or cut the string on the right by 1 character

#

although that's probably not what's causing your issues

#

in your screenshot, if you're following along with my second example, remove the for-each loop

#

just feed the array reference into the nodes that reference the various elements in that array

#

I mean, there's no second loop, so I repeated myself there

#

To be clear, what you're doing right now is splitting the string "<credits>|<lvl>|<0>;" into [ "<credits>|<lvl>|<0>" , "" ]

#

then, you first set the player data based on the first element

#

and then you set the player data based on the second, empty string

#

you just need to discard the ";" instead of splitting on it and looping over the results

maiden field
#

here we go. sorry if i was so bad xD i did it

flint surge
#

take that ";" and throw it away, then split the actual data on |

#

(parse into array)

#

But yeah nvm all that if you fixed it already

maiden field
#

But yeah nvm all that if you fixed it already
@flint surge i guess

#

so , now is printing 0
0
0

flint surge
#

you don't need the for loop there, you'll be overwriting with an empty array probably

#

for the first parsed array you can just get the 0th element

#

or replace the first parse with a left chop

#

@rough wing As far as I know, if you do SetActorLocation with changing coordinates, your character should move unless it's parented to something or similar

#

not sure what the issue is

maiden field
#

fixed all

#

😄

#

ty so much btw

dry pewter
#

Question here, i have my player controlled pawn, and theres another pawn on the map, i need to find out a point in space (vector) like the end of a line that starts in the other pawn, going trhough the player controlled pawn, and ends up a few units ahead

#

being the brown ball one pawn and the yellow ball another pawn

lusty shard
safe geyser
#

@dry pewter Get Vector from location 1 vs location 2 and add to that vector in the same direction that vector is going? I'm really new so I might be way off 🙂