#blueprint
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if i want to make a variable where i can put a class ( projectile) in
what in the name of that variable?
what class is your class?
you can either specify the class projectile whatever blueprint it is
if it's an actor, make it an actor class
or you can make it a general projectile class
Hmm, anyone that could help me out a bit with setting the character hand to sway about a bit as I aim my gun?
Tried out the above, but the arm is just being derpy
You can include keys in your animation and modify it slightly
Sadly I have no clue about how to animate, was hoping to solve it within the anim BP
I do not know either but keys set points during an animation to do things... for instance if you want it to move in a circular fashion instead of straight you can do that by adding 3 keys
(For instance, I only want this effect to take place when the character's been holding the string of the bow for X amount of time)
What's the smoothest way to iterate x integers that are unique and randomly picked from a range
@trim matrix Easiest way that comes to mind is to make a while loop based on the length of a set. Sets can't have duplicates. Add an integer selected from range to set while set length < desired number of random integers, convert to array, for each loop.
me again, looking for moar help
how do you get the index of a certain object in a Enum in unreal blueprint?
well hopefully that image loads for others
i'm lookign to simplify this, by not having start or end overlap, but to simply check and see if contact is still happening with a given object
Discord servers are a little fritzy at the moment. Images don't seem to be loading in any of the channels.
@maiden wadi
@maiden wadi someone suggested random shuffle array but still couldnt find a way to do it with RandRange without tracking the used indices to reject
i got 3 arrays, i basically use them to make a 3 column table, each row having 3 values that correspond with eachother, is there a trick to get double entries removed out of this "table"?
double entries meaning entries with all 3 values the same as another entry already in the table
i hope thats somewhat clear, not sure how to explain it
@trim matrix Wait, are you just trying to get random numbers from a list, remove them from the list and then select different numbers from the list that the numbers have been removed from?
i suppose i could merge the 3 entries as a string and then get the indexes for all double entries from that
but maybe there is a better way?
What is the most efficient way to block movement input from the player for a specific duration? He should still be able to look around and be able to move with external forces.
@maiden wadi sort of
not sure about the removing though
so far there are a few ways one could do it
- What you said, simply pick and remove from an array
- Do a random shuffle on an array and rejection sample with array of picked indices
- Do a set difference with all indices and used indices and randrange pick an index from the result
actually if i have to do arrays for it, the method to pick and remove would be the easiest
but i was hoping to sort of do it without an array and only a randrange
hm, how can i make a normal array unique? just with 2 loops? i think i recall a node specifically for this but cant find it
@trim matrix What you're after seems like a great place to use a set of structs, if I'm understanding right.
@maiden wadi it would be the same, for 3 values this should be fine, but i found an example of what i wanna do
@quaint falcon Not sure I understand the question. If I do, you can convert the enum to an integer.
so i made i enum (fire,water,earth)
can i say like give me the index of fire
=0
water
=1
etc
I got a problem with a UI. It is suposed to toggle when TAB is pressed but it opens and then u have to hold down TAB in order for it to work properly. Sending Screenshots:
any fix?
not gr8 with ui stuff sorry, i am negitive help
no worries ๐
did you try it with a key other than Tab ?
u think thats the problem?
Hey guys! so i am trying to hide / show the mouse cursor, and I do it through the - get player controller -> set show mouse cursor - > true. but for some reason when I do so my mouse seems to get stuck inside the borders of the ue4 scene, and cant get out of it. it seems to fix itself when I press left click. is there a way to fix it? or a different way to show the cursor?
@latent basin I think you have the issue that when you use PIE mode and you set enable cursor until you left click in the screen it doesn't have focus?
ye, i think thats it @ocean radish, how do I fix that?
try it in standalone, you wont have the same issue
not sure there is a way round it
what do you mean? what is PIE mode?
play in editor
nah dont package just click the arrow next to play and select standalone if you want to see
remember this wont really be an issue in a game, as you'll be loading up and clicking with all the menus and stuff anyway so when you get into the game this wont be an issue
ye, you are right, ill try that, thx!!
na, that aint it, the same issue holds...
i can see that it switches between two different focuses, and that whenever i press left click it sets the focus to the correct one, how do I set the focus in the bp?
Hey y'all. I need help! The player wont die every time the health depletes. It doesn't hit zero every time. I need to make sure the player hits zero each time so they can die properly because it will work only sometimes.
@rose spire You need to get rid of the first check. Or change it to check the current health prior to the subtraction, not after.
@loud cipher Instead of dragging the materials in, can you use the eye dropper to accomplish applying them?
how do i use the eye dropper? the problem is i have around 300 materials to apply to the mesh, and i dont know what each material slot is according to
Sorry, not an eye dropper. It's an arrow. You select the mesh, then click the little Left Arrow. It will apply the material that you have selected in the browser.
Wtf 300 mats? Thats a lot of draw calls
@inner ginkgo It's working now, thank u !
Yes, look up draw calls
heya, so, i need a hand
i'm trying to adjust luminosity of the world light, when it goes from day to night
(cause imo it's just too bright)
and, i think i know how to do all that, but i want it to be attached to the time of day (obi)
so, my issue
i'm using this part of the script, which will adjust the luminosity
but when i go to print the rotator
to understand the verious values, i get this
are thre any up to date tutorials on how to make a floating ai? im trying to make something like these from megaman 11 but the ones i see on google are like 3 years or so ago
hey could i get some help with blue prints in private dms. thanks
What's the proper way to handle multiple arrays of similar objects? For example, let's say I'm creating groups of similar actors, and I want to store those arrays for easy reference and modification later.
Trying to add a blood vignette and it is setup correctly and got the animation setup, but when the player takes damage it just flashes white
any fixes?
I think structure will be easy if i got it right @vocal urchin
So I guess imagine if you had control groups in an RTS, you could set all those distinct groups of units and store them in a struct?
What kind of struct would that be?
Cause it doesn't look like I can actually add an array to a struct...
Or would it be easier to just take the units in the array and put them in a struct, and have multiple structs for my unit groups?
Hello guys, i'm trying to make my pawn Jump towards location with BP, the "Jump" on the image is taking place, also the node after "add movement input" that changes the value of a variable is taking place so the nodes are working, but the character jumps only in place (no forward movement), What might be the issue?
you cant do that
you need to add a force forward
better to use Launch
over jump
Waht do you mean a force forward @worthy frost
well you should use launch character
to provide height and forward
What is the Launch Character Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
Alright that node will do, now i just need to find the vector i want to be using, thanks
when using async save game is there any way to get the progress of the save. For example with bigger levels it takes longer to save
Maybe a delay in time before the saving takes place, and make the delay a variable that increases with level?
How hard would it be to make physic objects sync in multiplayer? I am testing with Network Multiplayer Fundamentals
@turbid valley first of all ask in #multiplayer second of all it's really painful to get physics working correctly
at least in my experience
Hmm
I would just stay away from physics if you're making a multiplayer game unless it's an important game mechanic
Well it is kind of
are you trying to use dedicated servers or listen servers? I think (someone correct me if I'm wrong) listen servers handle physics a lot better
Well i tested with dedicated server in editor
which one do you plan on using for release?
actually let me rephrase the first question: how many people do you want to be able to play together?
in one server
It will be some kind of "party" game where you can play with one or two friends
you will need to implement deterministic lockstep if you want to do physics in multiplayer
or at the very least you'd need deterministic physics
but, both of those are problematic to implement for a variety of reasons
My idea is to have items you can drag around with mouse
floating point determinism is going to be the first thing that will give you endless amounts of grief
Btw sorry for typos i am on my phone ๐
what platforms were you targeting btw?
Pc
just Windows?
Yeah for now
But before i start i want to make sure few things like physics and other stuff but for now physics are my biggest problem
you will need to make sure you do 64-bit builds only, and make sure there are no x87 FPU instructions in your build
you will probably need to build unreal engine from source to verify the compiler flags are correct for that
Mm
and then after you've dealt with that, you'll need to deal with any non-determinism UE4 might have in it's physics engine
Well witch one is better for multiplayer physics ue4 or unity?
oh and then you will need to do deterministic lockstep on top - deterministic physics isn't enough since you need all the physics objects to be in sync with one another so the final result is deterministic
neither
multiplayer physics tends to in the realm of "roll your own" but either way it's very hard
Ok
oh
and you will probably need to update UE4's math library as well
from memory on Win64 it uses some SSE2 instructions that are not deterministic
Well seems like its a big no for mp physics for me. Maybe i could make some kind of picking up system so i don't need to have physic objects
Can someone tell me the difference between WorldStatic and WorldDynamic?
@worthy frost do u know how to in c++ I canโt find anything
@silk bluff world static is just something that you don't want to ever move in the world (i.e. a building) and world dynamic is something that you want that is a part of the world and moves (i.e. a crane or ferris wheel or door)
hey everyone, idk what i did but i really made a mistake. i was trying to do something with a camera then a few minutes later i see the mistake. when i hit a key to move the character, both the character and the camera flip 180 degrees, the character should flip 180 degrees but the camera shouldn't. The error is not in rotation under the camera as that is turned off. if anyone can help that would be very appreciated
this is what it looks like
trying to get help but no one knows what is causing it
i compared my blueprint set up to a new project blueprint and everything was the same
one sec ill send it
its the default 2d sidescroller setup basically
i think that the camera is tide into the a key somehow
The rotation under pawn is all off under camera
I would test out making the camera rotate -180 degrees when the character flips around because since the camera is a part of the character, when the character flips around so does the camera, but to the camera it's still in the same relative rotation to the character
so if you force the camera to rotate the opposite direction it will counteract the rotation of the character
Ok, how would I set that up so when I press that specific key it will do that
you could also dissociate the camera from the pawn
and if needed, re-associate
if your camera has a boom, make it not inherit rotations
Iโm kinda new to this so could you walk me through your thought process if you donโt mind @zealous moth
i dunno what you want to make but based on the last paragraph i read here, it sounds that you want your character to do 1 thing and your camera to do another. I am going to guess you camera is linked to your character.
So you can either
- dissociate your camera from your character and have the camera do whatever it should do regardless of the character (you can set that up in your player controller)
- if you camera has a boom, make it not inherit rotations and keep it on your character.
If any of the things I said sound foreign, google UE4 + keyword. I know youtube has a greate series on WTF is <something> that can help you out.
I type in rotations on the detail panel?
look for "inherit" in the "camera boom"
Ok hopefully it works
The world blinks In and out
I deselected inherit yaw
But that makes my character not flip directions @zealous moth
yeah without seeing your bps, i have no idea what you are doing. Remember, I cannot see your screen.
ok, make it not inherit..
nevermind i figured it out
I did for all of them, but when I move the world blinks in and out. This whole problem started because I followed a wtf series
Iโm so frustrated idk what to do
Hey guys, i have a setup on my character's blueprint, and i need it to trigger when the player clicks one button on a widget
How can i do that?
@fierce birch I missed earlier what was the issue?
I have two keys that control the characters movement, left and right. When I hit the akey(to go left) the camera flips 180 degrees, scroll up to see the video @dry pewter
On your chaacter blueprint
Is the camera boom (Spring arm component) attached to the root, or is it attached to the paper2D?
you can see that here:
If it looks like mine, then the camera boomk is attached to the capsule component
If that's your case then make sure you are rotating only the Paper2D component 180ยฐ, not the character (whole actor)
BC if you rotate the whole think the camerra boom and the cammera attached to it will rotate too since they are attached to it's components
thing*
one sec ill send it
@fierce birch In this setup that looks a bit difficult as you are setting the control rotation Yaw to -180 , you might rotate the spring arm component first, then set the control rotation
I put my camera under the capsule component
@fierce birch try like this
Ok Iโm not at the computer rn but this should solve the problem?
It might, can't tell it without testing
Isnโt the 2d character always in 180 degrees?
Because when you rotate it -180 it faces left
man i cannot seem to simply get a variable from another BP actor of the same class, it seems to just return random stuff, i cannot find any logic in it
Is there a simple way of selling from a hit result if the hit component is a skeletal mesh? Not any one in particular, just if it is one at all
i casted to my BP actor type, then searched for my variable name to get it, what could this problem be?
@worthy pendant it is
So you are getting the variable to come up, but it's output seems random?
Is that correct
yep, cant find any logic in it at all
Go into the bp you're trying to pull the variable and set up a print string on tick for the variable, with a duration of 0.0001
That way the variable's value will be present on screen at all times
that way you can verify if it really is just spitting out random numbers
i can see the variable name in the editor, it does not change or anything like that
i mean the values
Then by the sounds of it there's something going on involving information you havent given us
Based on everything you've said thus far, it should be working imo
yeah its really really weird
Isnโt the 2d character always in 180 degrees?
@fierce birch can't tell for sure
@trim matrix As i explained the other day, the best handler i've found for this is makeing your variable "global" with a copy on the gamemode blueprint
its certainly something with the cast or around it, before the cast the values are perfectly sane, i just tested that, at least im getting somewhere ๐
@dry pewter this is not possible in my case, i need to have it in the actor, because its simply part of the actor
Can you put a screenshot of your "cast to" node?
You can try making sure your "cast to" is not failing, in the "on cast failed" output print a string with "failed cast" or something
Could I DM someone about a blueprints question? I don't want to clog this chat but I need some help :v
I'm an unreal beginner so...the answer is probably pretty simple and im overcomplicating things
Sure
@dry pewter its just a Dynamic Cast
@dry pewter ill see if it fails thanks, i actually didnt test that yet
Aye
doesnt fail
could it be a problem that it is the same BP actor (different instance of course)?
@dry pewter
guys me again ๐ question, when i doing timeline in blueprint, and add my track to components location vector+vector and then go to play it, it just disappears , but it i dont add them it works fine but starts from middle of BP
because i do something similar in another BP actor and that works absolutely fine
@trim matrix When there are more than one kind of actor on the map it's hard to tell where the blueprint will take the variable-value from, you gotta point exactly to the actor you want to read
@dry pewter thats what im doing, im not searching for it or anything like that
here idk whats wrong
but it must have something to do with this im almost sure, its the only thing i can think of, i didnt realize before this could have something to do with it
@trim matrix Can you put a screenshot?
@dry pewter i think it would make things more confusing tbh
its just a BP actor that has one variable, and i want to access that variable from the same BP actor, but a different instance
i got a bunch of these in my level, and i need to read the variable from another one
Different instance, like there are 2 copies of that ctor on the same map?
Or the same actor in 2 different maps?
@dry pewter yeah exactly, its the same actor dragged in twice (more, but twice to keep things simple)
on 1 only level/map
What i would do then, is have a variable in the actor and use it as it's index/name
then a "get all actors of class" with a "for each loop" that compares that index/name on a "branch", when the comparision gives a true then read the variable of that loop's index
@dry pewter the variable is an array of actor object references, im not sure what you mean by using it as its index ๐
You have 3 actors with the variable you want to read, let's call it "MyVariable"
But those 3 actors also have an INT variable called "MyIndex"
When spawn, each actor is given a "MyIndex" value that is the same as the previously spawned copy +1
So you can point exactly at each copy, to read the "MyVariable" value exactly from the copy you need to read it
that just complicates things for no reason tbh
the IDs are unique, so no index required
@dry pewter K2Node Dynamic Cast -> Get MyVar
i might just try to write them all, but that would make things a lot less elegant imho
@trim matrix Equal (string)
drag it off and press = or type equal
np
@trim matrix uhm i think im not familiar enough with dynamic casting
@dry pewter its pretty useful, but i am clearly not familiar enough with it either lol
@trim matrix you might be able to use a branch
@trim matrix that will take a bool as input, and you get an exec output for true and one for false
@trim matrix its annoying and hard to find all the right nodes in the beginning thats all
i have multiple actor references of the same class, im having trouble reading a variable from B with A so to speak, what could cause this? the output seems to not make any sense
why are you using dynamic cast and not regular cast?
if i try the same from another actor, with a different class, it seems to work alright
At wich point do you need to read the variable from A in B? @trim matrix
@dry pewter at start, and only once
Are you sure a screenshot is not helpful?
@trim matrix should be what you just posted in the image above, just dragon from the "TRUE" to the "make http call"
@trim matrix those white nodes define the order of execution
just use more branches i guess
or write C++ if you are used to normal coding
you can do everything in C++ i'm fairly sure
@trim matrix Can you tell me the sequence you are trying to do? so i can understand better the topic
@trim matrix yeah its nice to know both imho
i just wish there were more small examples that are easy to find, that would help a LOT
@dry pewter well still just reading a var from actor B with actor A, both actors having the same class, and are in the same level
@dry pewter actor C is of a different class, and it works fine in there, strangely
meaning if i use actor C to read the var from A or B
What triggers the "reading variable from actor A" on actor B?
@dry pewter just event beginplay
@dry pewter with the working C as well, for completeness sakes
If both actors are the same, then on event begind play, both actors have the same default value on such variable
don't they?
@dry pewter no, this variable can be edited, and i did that by hand
@dry pewter its "public and editable on each instance of this class"
aye
well each instance of this blueprint is what it says
@trim matrix just compare them, like before
same method just different data type
@trim matrix so just drag off, type =
@trim matrix
youll find equal (boolean)
oh yeah use AND lol
not equal
equal would work when both are false too ๐
use the setup on the image
@trim matrix and from the TRUE drag to the make http call, and form the FALSE drag to the error message you want
well use the other 2 branches if you want seperate messages
keep in mind security though in case it matters for your usage, not sure that is a good way to handle a password
@trim matrix
@trim matrix see the image, it does not use a "cast to" to avoid shenanigans
just searches for other actors of the same class, and reads their variable, in the example the variable is ID
so i'm taking the ID value from actor A and placing it on ID value of actor B
@dry pewter cant use that, i need recursion
@trim matrix here
@trim matrix Then you might do an awway with the results from each object in the loop
@dry pewter not sure what you even mean, but i need recursion as in: i get the first array, use those values to get more arrays, and so on
@trim matrix i meant this
@dry pewter either i dont understand you or you dont understand me lol
or both
haha
yeah but i need recursion so i cnanot just get all actors of class
And E from D, and F from E, and so on?
A reads the array stored in B, the array will point at several new objects, lets say C and D
just using ABCD in that order because of simplicity
its more like a tree basically
but obviously all my logic wont work if it outputs random gibberish lol
sound's like a messy cluster of data
exactly, but with recursion its elegant
every actor has exactly the data it needs and nothing more, is the end result if it didnt output random crap
drag the on clicked to the top branch, then the true from the top branch to the bottom branch, then that true to the third branch
@trim matrix ^
yep, and the stuff that is hooked to the data inputs just gets executed before the branch automagically
you can decorate it and add comments
if you think that is spaghetti you're in for a surprise in the future :-p
@dry pewter in fact its such a messy cluster of data that i could not even store it any other way lol
i think like this @trim matrix
also use something called "add reroute node" to organize the lines, it's wonderfull
alright Ed, your project sounds fancy and interesting, but harsh
I am trying to draw debug points that stay at relative points around the character, and for some reason, I am having a ton of issues getting them to stay in the relative locations. What brain fart am I having with these vector maths?
@trim matrix Here's some spagetti on a tiny part of my project
@dry pewter i'll try to remember showing it when it works
i printed the values before and after the cast now and its literally something different after casting ๐
@trim matrix I still think having some kind of "index" on your actors would make it easier to read from each of them
its like i'm halucinating
@dry pewter because of the recursion it only makes it more complex then anything, i dont have to deal with the names basically
@trim matrix like so
in my example it's a string, you should use an INT number
and do the math to read each time what you need
@dry pewter yeah i get what you mean but it really wont help me (but i get that it would if i did not use recursion)
i just read the next one every single time, but that is not always just index +1, in fact that will be very rare
It's always "the next one"? that might help with a different focus
having the loop on an actor that does not have the data and is used only to move data from the previous actor to the next one
it's so late and i haven't found solution to my own issue SMH
@dry pewter well great timing, i get why it seems gibberish now..... i finally found the logic and understand what is going on
So you good?
@dry pewter yep its making sense now, my brain needed rewiring, not the blueprint ๐
@dry pewter what was your issue again?
I have a pawn being launched towards location, that set's a variable that triggers one animation, then when it reaches location the variable value is changed to trigger a different animation
Like flying-landing stuff
I don't know how to make my nodes to "wait untill locations is=something" so the variable is changed again
maybe an event on the "landing zone" ?
maybe an event on the "landing zone" ?
@trim matrix Uhmmm maybe, but sound's mesys to do in my particular case
messy
They won't overlap as they are bot skelletal meshes that are not block each other
both*
that will block each other**
the pawn wont overlap with the landing zone? ๐
if you have to you could even get the distance, theres many ways to do this
with distance you could even animate a landing as you get close, before you land
Anyone know how I can keep those two debug points in place relative to the character's rotation? Not sure what I'm doing wrong
@trim matrix The thinkg is the landing zone is another moving character
But i found a workaround after many many tries
@vocal urchin isn't the duration toooo short? ont eh draw debug point node
nah, it's on event tick
It draws consistently. This is all for visualization temporarily.
I've done plenty of character line traces outward from a point, but for some reason I can't figure this out when there isn't a start and stop point
The weird thing is switching it to relative rotation doesn't fix the issue
Are you using "get forward vector" correctly @vocal urchin ?
If those points are static i don't think that node is useful
static relative to character, i mean
Yeah, they're static relative to character. Well, supposed to be ๐
just gat actor location, make 2 vectors at character location + offset, and draw the debugs there
get a reference to self > get actor location > make vector
Yes, they're moving, but I need them to stay relative to direction.
So, if they character moves, they turn with it
Sorry if I was not clear.
Hi everyone , has anyone use Ryan Laley tutorial from youtube Unreal Engine 4 Tutorial - Minimap (Advanced) - Part 5 - Big Map and managed to bring the Points of intrest to the big map?I am trying for the past 2 days no result.Thank you very much in advance!
so not only movement but cammera rotation too? @vocal urchin
Hi everyone , has anyone use Ryan Laley tutorial from youtube Unreal Engine 4 Tutorial - Minimap (Advanced) - Part 5 - Big Map and managed to bring the Points of intrest to the big map?I am trying for the past 2 days no result.Thank you very much in advance!
@tribal hill That's oddly specific! sorry, no
Not camera rotation, actor rotation.
@vocal urchin lemme think about it
Ok, cool. Thanks for the help
No problem @dry pewter ! I hope that someone has:p.
Does it have to be debug points? because you could put 2 statich meshes on the character
Yeah, won't have a use for actors in this
Needs to be vector points that I'm able to find for other actions
I'd rather not spawn actors for that if I can avoid it
Man it's hard
because when you make them appear they can't be moved
So calculating X/Y vectors based on character's rotation is kind of hard
If you spawn actors at player's location + X/Y offset, then move them based on caracters rotation it's different
eh, yeah, but I really don't want to have to spawn actors for this. I'd like for it to be all math
You could have 2 invisible meshes as your character's component
then get component location, and draw the debug points at cuch location
eh...but it's more actors lol
I'm doing these two as a test. It could be as many as 16
Hmm, I guess so.
It's just a really messy way for me to do this, because I need to be able to move all these points on the fly dynamically
I don't want to do that with components.
I thought about doing line traces...but then I have to line trace ๐
So, 16 constant line traces on event tick...idk, seems unecessary
the components are there only to give you the location
so you get a vector to draw the debug points
I know, but I need to move the locations of the points dynamically under certain circumstances
you still can do that
Yes, but I don't want to do it with components if I can avoid it.
finally getting somewhere with my chaos ๐
This is for an RTS unit formation. I'll have hundreds of components in the actor by the time I'm done
math*
This is for an RTS unit formation. I'll have hundreds of components in the actor by the time I'm done
@vocal urchin I see
Yeah, sorry. Not being obstinate, it's just that using components will not work ๐
as you probably understand now
I might just wind up doing this through line tracing
I think it will be easier in the long run
Cause in retrospect, I don't need this to run constantly
So, nevermind. Sorry ๐
@vocal urchin alright
@vast lion did you drag the "set static mesh" node from the "target static mesh"?
@dry pewter Not sure what you mean. It's been dragged from the static mesh component.
what do you mean "fail2 in the first place?
it's not spawning, it's spawning but the mesh is not being set?
This worked for me
Well, bedtime, hope you find your answer
GNight eeveryone
Looks like it I'm getting the error Calling SetStaticMesh on '{0}' but Mobility is Static
So that's an easy fix
Not sure why I have to do that though
i have an actor that has a SPAWN ACTOR node
it spawnes an actor called projectile
can i have an event in the BP of the projectile itself that goes of when actor is spawned/initialised
?*
how can i save variable content after playing in editor?
If the player is swimming under water how will I know as i want make him lose breadth
Is it possible to turn global wind on/off for a specific actor blueprint?
Or for the skeletal mesh inside an actor bp?
Im trying to turn on the wind for a skeletal mesh of a checkpoint bp when the player uses it
Is there any way to get the day of the week? Like from saturday to sunday? I'd like to find out if a user's "now" time is before a certain day in the week or after. Is there a way to achieve this in blueprint?
yes
@trim matrix You need to use save game objects. But you wont see that until you start the game again. You cannot just play the game and come back into the editor to see the progress.
hi sorry if isnt right place for my question
im trying to mod a unreal game
my question is can i make a patch/mod for original-bigfile.pak?
seems like this game supprt mod folder
how can i add my file into a mod?
Does anyone know if you can know when the game has lost focus using blueprint ? Say alt-tabbling to another app
@dusk prairie is the game you want to mod open-source or do you have its project files?
@fallen glade if you look at your task bar, you'll see the icon of the application in focus being highlighted
@dusk prairie is the game you want to mod open-source or do you have its project files?
i only have unpacked pak file
pak file as in from android?
@gloomy linden I mean from the game. I'm trying to pause it if the player is doing something else
so to know if the game window is being used or not
so no ... oh well, rama to the rescue, thanks @gloomy linden
pak file as in from android?
no from window platform
im talking about The Sinking City game
i see some game working with Mods folder (for exampel i see gal*gun use mods folder to apply mod to origianl pak file)
also this game doesnt use any encrypt key for pak file
@dusk prairie well, unless the dev made the game modable, there is not much you can do
@dusk prairie well, unless the dev made the game modable, there is not much you can do
when i make a folder name mods beside big pak file
and then copy some random pak file in it game detect new pak file but give me a error
Not all games are made with modding in mind, the developer has actually stuff to do to make mods work
i think this game supprt this stuff
do you have any guide to make mod?
Because if game didn't support it, geme wouldn't recognize the mod folder at all
what doesnt work?
@quaint falcon Is it not moving? Is it not turning? Is it moving too fast to update it's rotation to target? What is it doing? All we see is you setting a target and telling it that it's a homing projectile.
What is the Projectile Movement Actor Component in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
so without that part when i fire ..a red ball just spawns and goes forward
homing part doesnt change anything about that behaviour
Is it possible to actually replicate a blueprint defined delegate? (event dispatcher) I can see there are options on the detaisl panel, but i guess they are inert.
This is one of my big frustrations with BP and probably just a lack of understanding on my part of how debugging works - why do I seem unable to observe certain values when watching them and breaking code?
I try breaking before this node and on it, same result
@viscid valve I don't think that you will see that variable update until after the decrement breakpoint.
Of course, but I get "no debug data" full stop
how do you make a function that returns something in unreal like in c#
i wanna make a funtion that returns a bool
So you see the functions section of the blueprint screen?
Left side of the screen, in the "My Blueprint" section
You can add a new function, double click the new function you created
Now over on the right side of the screen under the "details" section, there is an "outputs" sub section
If you click the +, a return node will be added
You can then choose the datatype. Bool is default @quaint falcon
thx a lot!
@viscid valve Ah, I see what you mean now. Doesn't ever seem to work on the outgoing, but watching the incoming integer seems to update fine.
eugh I don't know why this stuff is so finnicky in BP
Sooo, how would one translate this angular velocity to local space? I'm still getting variance depending on the direction the actor is pointing with transforming the direction with the actors world transform and by multiplying it by its rotation as well.
Inverse Transform Vector and use the actors transform.
Awesome! It works now, thank you!
@viscid valve I can't be certain, but I think this might be because of the use of the LocalInteger inside of ManipulateIntInternal. It can't seem to read the output from that macro.
roooight okay. I can print them at least, just seems very odd I'm able to print the values but not view them in the debugging window... It's like debugging on Arduino with printf all over again hahaha
I'm dirty. I rarely use the breakpoints unless it's something complicated. Too used to using print nodes.
I'm really used to using breakpoints now with other programming flows, even using hardware debuggers with microcontrollers, it's not the most reliable thing in the world, but it's more reliable than debugging in BP....
Fuck me sideways, now I remember that if you try and debug a list entry it crashes the editor REEEEEEEEEE
I tried to make a bug report but the bug report page I went to was broken...
So the impression I'm getting with BP for debugging is... print everything hahahaha
So, I have a projectile actor that was working earlier. And now I can't seem to get it to collide with anything. It has a sphere collision and a static mesh, for testing I even tried putting both to BlockAll, BlockAllDynamic, tried a few custom collisions, but neither the Event Hit for the entire Actor, or either the static mesh or sphere collision fires. Overlaps don't fire, and this is against anything from a block all landscape, to skeletal meshes, static meshes, all with working collision. It's like my projectile is just ignoring the world suddenly.
False alarm. Turns out you can't put projectile collisions as children of a scene component apparently. Lesson learned.
The mind fuckery continues
Grabbing number of items from my list view; it works in one tree of nodes, but in another, it doesn't!?!?!?
Utterly bizarre
Correct russbo, print everything. Iโm honestly still surprised that thereโs no hotkey for the print node.
Also use append to make your print node more specific, otherwise you may spend a while tracking it down weeks later ๐
I actually love the live view and watching the nodes execute for trouble shooting flow.
Yeah I have used appends before with printing, just lazy hahahaha
Yeah the live view is great... when it works
Honestly this is screwing with my mind
4 items in my list view, but Num Items returns 0
But in other places it works
is it possible to attach a bone from a skeleton mesh to another skeleton mesh. Like attach "rifle magazine bone" to "hand left" on your character. I want the magazine to follow the hand when im reloading
@feral ice its called "TwoBone IK" in the AnimBP
you can get the location of the magazine bone for the ik
I created duplicates of the nodes and it acts exactly the same
@hallow night ok ill try that ๐ thanks
i have a class(parent) projectile
with this variable
i have 3 child classes of that class
the cariable consists of these vars
struct*
now....
in every child projectile i filled in these vars
so every child has other values
now im in my character script
and i want to acces what i filled in into the 1 child
i tried it
how do i acces the values i filled in into for example the first child
so the 0 index in the highlighted array???
if you want the default values of a classe's variables, ie not an instance, then use Get Class Defaults
So you don't have to cast it
if it is an instance, then you should cast it to the parent and get the variable
Hi everyone
Is it possible to make portal gate spawn in random places behind the third person character and after the sword projectile is out of it,it will disappear?Like i pressed X then a portal gate is spawned behind my third person character and after the sword projectile is shot it will disappear.And if i press X more than 1 time in 5 seconds it will spawn the number of times i pressed X and spawn separate gates equal to the number of times i pressed X in those 5 seconds.
can anyone tell me or gimme some advice on how i can make it work?
@wild moth i dont want the values i put in into the child like i showed
how do i get that?
You want the values you set in the child classes?
Like I said use GetClassDefaults
from the array
but i dont want the defaults? i dont get it
the defaults are the values in the class, ie not anything that was modified by an instance
you'll get the child classe's values
@wild moth can u gimme some advice on my project as well?
I'm sorry @hardy ibex I am working as well and yours is a bit more complicated
@wild moth then is it possible for u to gimme some hints and advices when ur not busy?
I will try
so just to be clear.. when i have a parent brick with a public variable named "bruh" (default value = 1).. i make a child blueprint of that one.. open it and change the value of bruh to 6 in the child.... ik i use your method will i get 1 or 6 back?
It would be great help
You will get 6 @quaint falcon because you're getting the default class values of Bruh
aight imma try it
๐
click on it, the variables are unticked on the right
I only ever used it for classes where the variable is defined, let me know if it works.
Find your variable and tick it for it to appear
is there some way to set a collision box so that it blocks players but doesnt affect the navmesh?
my door either blocks the player or the navigation path finding
Will the for loop always go from index 0 to 1?
@spark steppe
And if so, will "Actor" always be index 0 while "Actor_1" is 1?
@wild moth thats enabled by default
Yes, if you disable it it won't affect navigation
indeed, that fixed the issue. thank you
Np ๐
Struggled with this last night, thought I found a workaround, and now struggling with it again...how do I align the debug points (visualization for later) along the axis with the original line trace? Currently, they're just being projected in the world a set distance from the trace end, but I need them to remain relative and aligned.
Current code
Here's what I'm trying to achieve, in case I didn't explain it well
i'd do something like normalize the trace end-start, then call it a forward vector. from this result get the rotation using rot from x vec and then rotate vector all those four relative vectors you use. just add the resulting rotated vectors it should be aligned.
if i understand the problem correctly
@mild ore I'll give it a shot. Might flub it up on the blueprints, but I'll post what I have.
Like that? That seems to bundle all the points into one.
no. you got 4 relative vectors specified in your previous screenshot (the 4 additions). You must use the rotatevector() node to rotate all of them individually. you'll basically copy the vector(500,500,0) into the rotate vector's field. these still going to be relative vectors but aligned, so as a final step you will add the pivot point to all four, again individually. The resulting vectors are your world points you can debug print above.
Would any one know how to take a Skeleton pose Snap shot ,convert it to a static mesh at runtime?
Is it possible to turn off occlusion for a scenecapture2d? im trying to get it to capture 'behind' objects, but they're fully occluded and not being rendered
its possible to override the scenecomp in cpp and set a near clip far away enough, so it will ignore nearby objects in rendering
i need the clip plane to stay where it is, im manually adding them to the hidden actor lists
@mild ore This is as close as I've gotten, but when I move it around the character, the debug points move too much and get away from the axis of the original trace. But, they are semi-relative now.
What's the right way to use the trace start? Do I add or multiply with trace end?
im hiding all objects that a traceline hits, in order to see 'behind' them, but i still need to see some things that are closer (so clipplane trickery wont work)
Dave you dont rotate the world vector, you must rotate the relative vector. Basically disconnect the addition, dont use world location in there. instead add the world location after you rotated the relative vectors.
@sour raft by modifying the scene capture, you will only set the near clip for the scenecap, it wont affect your main rendering scene. thats the idea. but i understand you may need a more complex occlusion hack, which probably is complicated since many traces going to cause huge cpu load.
nah the capture itself needs to see everything, im trying to use it as a radar, so it traces a line straight down where the player is, hiding anything it hits (ceilings, floors above, etc) so that you're just left with seeing everything else (which may be high walls nearby and so on)
eg. in a standard room, it would set the floor and ceiling to hidden, but the 4 surrounding walls wouldnt get hidden, so you'd see the walls only from the scene capture
the problem is, if the ceiling fully occludes anything underneath, they arent being rendered at all (to the scene cap)
these are complex rules, you're better off specifying them in the scene caps ignore list indeed. you will need however hide everything else in the main scene, so you'd setup a very close far clipping for the view in main render. Maybe you better off doing things the other way around and not messing too much with main renderer.
Idea is to set visibility of nearby objects hidden, and only render them in scene cap by specifiying the allowance list instead.
you'll probably have to deal with z order tho, the composite will be flawed i guess
This is getting really good, but I get some weird rotation of the points as I move closer to the trace start. It's not 100% locked into position, which would be ideal.
i dont think any of the hidden actor list options / visibility options is going to make the scenecapture 'see' things that are occluded though? or maybe im misunderstanding
Dave, i have told you to normalize (end-start), not only the end.
it seems that the scene capture is hiding objects out of view by default, then in addition to that, will look at the hidden actor list
@mild ore Ah, good call. Thanks, that did the trick!
@sour raft i dont think scene cap is hiding objects in main view if that's what you mean. more like you're rendering it on a plane that is occluding perhaps everything else. but you can make that plane to be non occluding geom it should allow things show up behind.
the scene capture is starts as empty when you use an allowance list
eg. scene capture behind a wall, add the wall as a hidden object, it wont capture objects behind that wall as they are occluded completely
in the same way that the main view wont render objects that are fully occluded
im basically needing to turn off primitive occlusion but only for the scene capture
im not sure the allowance list (basically inverting what im doing) would make it render objects it has no way of seeing due to occlusion?
it will render them
basically you setup a new empty scene and populate only the relevant stuff, which is preferrably the nearby objects only
in main view you hide them temporarily
so main view will render everything else behind
the main view doesnt need anything changing in this case, its just a matter of getting the scene capture to see the right things
ill try it this way around though, i havent yet approached it this way, i was using the hidden list instead
if you render far objects in scene cap you end up populating a list of 1000s objects it is not a wise choice i think
you should try it the other way around and only deal with nearby objects
@wild moth ๐ฅณ ๐ฅณ ๐ฅณ ๐ฅณ ๐ฅณ ๐ฅณ ๐ฅณ ๐ฅณ
AYEE
it worked like this
thx man
Np ๐ Just a tip, it's better visually to break the struct outside of the function and then hide unused variables
So it's cleaner
๐
I have object I created I have it collision do a get overlapping actors and if true that it overlap actor type print hello
now I want to know how can I have it check how many over overlapping actors and check if that number of actors meets requirement to then print message.
increment int
thx
@onyx pawn
As a general rule for collectathons, you put an ID on pickups and if that ID is registered, you destroy the pickup on load. I can do this manually... has anyone done this on construction? To avoid doing it manually each time?
Authaer what if I can it to check for actors that have a type of Tag?
@onyx pawn Make a function to return a trimmed array. Get the overlapping actors, and send that array of actors into your function, for each loop to check if actor has tag, if it does, add it to a local array and return that array on for loop complete.
Hi everyone. I'm having a problem with my Animation Blueprint here. I've got a blendspace to aim my gun, and another additive animation to spin the barrel. But it seems when the gun isn't facing forward the bones' orientation of the additive animation still face forward. Any idea what I'm doing wrong?
Hello, I am creating a level sequence player which plays a level sequence which has "spawnables" in it. How do I get references to all these actors which are spawned by this player?
@low venture Would you be looking for "get all actors of class"?
ok tried the code but no mater what its still printing the message, its like its ignoring the array and just printing as soon as player enters
@low venture Get all Actors of Class like Glowbeard said works if you want all of the spawned actors in the level. If you just specifically want the actors spawned by that exact spawner, you need to keep an array of the spawned actors in the spawner.
@crystal mural This would be a inefficient workaround... First "GetAllActorsOfClass" could be slow on large maps and second I don't know by which level sequence player the object was spawned if I have more than one level sequence player.
Best way to delete an array of objects to just clear all references and let GC take care of it?
@onyx pawn Switch the > node. You're asking if 2 is greater than the overlapped actors.
@maiden wadi But the spawner is an intern class of UE.
@low venture Can you create a child class of it and do your own logic?
like this?
I have a Static mesh that I want to click to drag&drop around my map.
I want the mesh to stay within the square bounds of the gameplay area.
Inside the gameplay area everything works perfect.
When it hits the edge, it gets stuck if the mouse is still moving outside the area.
One fix I did is if the mesh hits the outside of gameplay area, then movement on that x or y axis is ignored, and the mouse cursor gets moved back to center of mesh.
This works somewhat ok, but it gets a little jittery.
Anyone know of a better solution or even anything that may help?
@onyx pawn That's asking if the actor that this actor just overlapped has three or more overlapping actors. Is that what you're trying to do, or ask if this actor has three or more actors overlapping?
I want to check if this actor is currently overlapping with three of a type of class of actors and if its overlapping with three of that type of actor then print message.
@onyx pawn Unhook the Target on the GetOverlappingActors. You want that to be a Self target.
Hi everyone. I'm having a problem with my Animation Blueprint here. I've got a blendspace to aim my gun, and another additive animation to spin the barrel. But it seems when the gun isn't facing forward the bones' orientation of the additive animation still face forward. Any idea what I'm doing wrong?
@crystal mural Fixed my problem. Did the rotation with an aim offset rather. Now the bones respect the orientation rotation.
@maiden wadi No, I cannot create a child class of the level sequence player in blueprints.
Is there like an "on next tick" node?
Hello i did convert to C++ on the blueprint class but the code that was generated are
very hard to understand no ?
@worldly gyro yeah, converted blueprints are very hard to understand
๐ข
Hi guys i have problem with array
I ceated inventory system with macros and components and i have problem array , when i add child widget in inventory and then not working a remove index
I use remove chilt at with currect item indexses but then not destroy last index sorry for my english i can crate video about this someone help me?
hi guys i also have a problem its a error
its the DX11 level 10 is required to run engine
if anyone knows the fix please tell me
Weird thing, I have a UWidgetComponent that displays in world space, but it crashes whenever I call DestroyComponent on it.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000028
Which makes it seem like it's trying to update after it has been destroyed. Is there a better way of self-destroying?
how do i get every point between 2 vectors
A point every 100 units
you could use a for loop, divide by 100 to get loop size and add increment the start vector by 100 every time, store into an array, maybe or something similar
the user selects a start point and and end point and i need to fill the box thats made with "foundation" wall and floor
u get what im trying to do?
and divide what by 100
Can you do load stream level from outside of the persistent level?
Hello, I deleted a component and now I am unable to use that it's name for new same type component.
I have tried to restart the editor but it does not seem to work.
Anyway around this?
close the project and go into ur file explorer and u should see a file named whatever that name is. Delete it and reopen project and u should be good
How can I make sure a multisphere trace looks for a specific component first on an actor
May I ask where is the "component" file located? @proper quail
I did not know when you add a component to a BP it generate a file on the project as well.
i'm breaking an object rotator to adjust pitch of an object with a new combined rotator which is fed with the current yaw value (from the break rotator process) however, the yaw is sometimes changed from 0 to 180
Yeah, closing editor works with actor for me. Component though, it been staying there.
hmmm
heres my node setup if someone is bored enough to take a look ๐
I create a BP name "Storage", I add a component named "Inventory"
I delete "Inventory" and now the name is not usable.
I even delete the BP "Storage" and when I create new BP with the same name "Storage" the name "Inventory" still not usable.
thats very wierd
fix up redirectors
Now I add a new BP "Storage2" and the same name still not usable. This seems to be attached to the parent class for some reason.
i never seen that before
Okay, I try.
good to know that one^
It still there lol.
I fix up redirectors, restart, delete the BP and add new component. Same name is still not available, hmm.
kinda related, is there also something to sort out all unused assets?
Hello guys
I'm trying to move character A (controleld by player) toward's character B
until character A and character B location is the same in X/Y (tolerance 200)
But i keep getting infinite loop regardless what flow control i use
I know "Launch character" is indeed moving my character A towards B (itworks once if i don't loop)
(Tolerance 400)*
is there any way to create a reference to a level?
Level reference is usualy the level name (string)
here's a new one:
I am using the rmb to zoom in and out. On the first inputs for zooming in, the timeline and lerp work fine. On the second, it just doesn't do anything... and after a while it just skips the timeline entirely and intantly switches... Any ideas?
@stuck hedge This setup stores the level name on a variable when "9" is pressed. and opens that elvel when "8" is pressed
I was looking more at a soft reference to the level file itself.
@stuck hedge Such variable should be in gamemode blueprint so it's value stays stored between level loads
I was looking more at a soft reference to the level file itself.
@stuck hedge Sorry i thought of level object reference
Yeah, I want a reference to the file, not the name, so that if the file name is changed it'd be changed automatically elsewhere.
@zealous moth IS that for a camera zoom in/out function?
Here's a setup for that, it changes the camera boom (spring arm component) lenght
Why is this character floating? This is how they spawn in. If I manually place him in the level, he's fine
hm, i get the setup but the issue is the timelines being skipped. I want to smooth it out
@plush ridge Does the character have pgysics on?
@zealous moth if you change the "10" on my settup to a tiny numbe it'd be Smooth
To avoid using timeline i mean
Wait, it seems its related to movement mode
"Walking" mode works
"navmesh walking" causes floating
well i fixed it by removing the lerp and hardcoding the timelines... not the best but it works...
Glad to hear
Does anyone knows how to "make a pawn walk" towards location using blueprints?
Use the "Move to Location or Actor" node.
The referenced controller should presumably be your AI/NPC controller.
@dry pewter
Hey so I've made a very simple portal which uses a scene capture 2d to render onto a material so that you can see the other portal's view. The only issue with this is that when the scene capture moves around to provide accurate depth, it can show unwanted objects, like in the second screenshot.
If anyone has any thoughts as how to make it not do that or make that object not visible in the render, that would be great!
@vocal urchin Doesn't seem to be working, i' trying to move my currently player possessed character
Are you giving it a location to actually move to?
Yeah Dave I have these two nodes for the two portals adjusting their location relative to the player so that the depth matches up to the player's perception if it were a real portal
oh, sorry, was replying to @dry pewter
Oh my bad sorry
Have limited experience with scene 2d captures, but I'm curious why you're moving them. Why not just make them a part of the doors?
@tired arrow
Are you giving it a location to actually move to?
@vocal urchin Yeah it's the vector of other actor's location
@dry pewter Not 100% sure what kind of behavior to expect when moving a player mesh/capsule using that node. It's great for AI, but that's all I've used it for.
Sorry
I think it's AI only, there's a node called "simple move to" but i ccan't make it work either ๐ฆ
Yeah so basically I move the scene capture so that when the player gets closer to the portal, it looks like you're getting closer to what is on the other side of it. Without that code, the scene would look fixed and unrealistic, as if you were entering a picture frame instead of a portal
Yes, so the camera that is attached to the other portal comes in closer when the player gets closer, and farther as they get farther, but this can cause issues if there are actors or walls behind the other portal
I just found under "Primitive Render Mode" an option that says "use showonly list" to render primitives
That might be promising but I need to find that list
Yes, that's one way
The issue is now, if I choose to make the portals dynamic/moving, the player will be confronted with new objects when stepping through the portal that weren't shown before
@vocal urchin got the movement with the "simple move to" node, it required a "nav mesh volume" in the level that i did not have before
Thanks
Ah, yep, that'll do it ๐
Is there any way i can get a point location (vector) like a line starting at point A, pointing towards point B, who's lengt is X (ie 200 units) ?
Kind of solved it using a spring arm and invisible sphere on actor B
@dry pewter (Yellow Dot - Red Dot).Normalize() * 200
like this? @inner ginkgo
Yes. That gets you the vector you want relative to the red dot. If you are using relative operations, then use it as is. If you are using world space operations, add it to the red dot's location.
I want the red dot to move towards calculated point
using "simple move to location"
i think thats world space
I believe that is correct. So you'd want to add the red dots location to that math.
How so?
Right it's working under that logic
Excellent
Since i actually wanted the point to be calculated 200 units since yellow dot, i changed yellows and reds places
And works wonders, thanks a lot!
You bet.
Omg I've trying to complete this logic for 3 days
Now it's working โค๏ธ
Thank you very much
No problem. I usually learn a lot when I'm working through issues for a long time. So it probably wasn't a wasted 3 days.
True that
Just curious, as I can't seem to find any information online about it
What's the difference between playing a sound, and spawning a sound?
They seem to do the exact same thing, haha
Only difference I've seen is that the node for spawning a sound has a return value?
As far as i know
"play" will trigger once, then delete it and do nothing else with that sound
"Spawn" will create a "invisible object (sound" in the level, with the return node you can do stuff, like playing again the sound when "something" happens
whats a good way to have an actor listen for messages from other actors? cant find much info on that, what shoudl i search for?
or a good way to detect a change in a variable
You want to bind to delegates.
@trim matrix On the actor who will send the message, create a delegate, and call that delegate when you need others to listen. On the others who should be listening, have them pull off a reference to the first actor and "bind event to " that delegate that you created
@stuck hedge thanks ill take a look ๐
Sure, and if you need to pass any variables you can configure the delegate to take inputs and pass in those variables.
That's fine, you can setup the variables the same as you can with any other function. Just set them on the delegate first then on the other actors you can either create an event or bind them to any function that has the same 3 inputs.
@stuck hedge is it a problem if its the same actor, but different instances (if that is the correct terminology) ?
i know this may sound weird, but i need recursion
No, because you're binding to that specific instance.
perfect
so if you had 2 light switches that were the same blueprint and you wanted to bind light switch B to the switch event on A, then you could do that. When A was switched, both would switch.
You might need some additional configuration, like a way to designate one switch as the master switch, and to tell the other switches how to find the master switch, but it would be fine.
after realising that normal impulse property on the hit event is not the actual velocity, a dot product is pretty effective to determine sliding on a surface
@stuck hedge but technically no master needed right?
Technically not, no.
it really depends on what you're doing and how you want to set it up
ill have to start messing with it but im a little burnt out, maybe after some more coffee ๐
but sounds like its what i need, also from looking at the docs
thanks again for the help @stuck hedge
Any time.
Huh
Running into an issue rn
When I go to package a project, it's sending me to the UE4 doc when I press Win-64
@stuck hedge do you know if there is any way to specifically dispatch to one instance of an actor reference? if i understand correctly what i read everything that listens to it gets triggered right? i suppose i could send the id of the receiver that should get it and have a check on the receivers, but that does not seem ideal, maybe there is a better way?
Hello guys, when using a "cast to" node that is a "task" (in IA behavior) what do i connect to the "object" node? what does it inherits from?
I am trying to find this function to add it into my blue print not sure what its called but it looks like it might be connected array?
@onyx pawn is that not a Custom function?
How can i read the value of a key in my AI BlackBoard to use in the blueprint of a AI Task??
Hello everyone ๐
We encounter a weird bug in our game:
Collisions & traces are working at the beginning of a game, but after sometimes, they are not responding anymore (we can pass through buildings with collisions, linetraces & spheretrace are not responding anymore...). This bug seems to affect only an area of our map, not the entire map (the area is also random). With our research, the bug seems to affect only blueprints (no bug on foliage, landscape or static meshes).
The bug is present in multiplayer (but only on serverside, on clientside traces are working) but it is also present in solo..
Here is a video for the bug (clientside so you can see we can pass through buildings but the client resist a little due to collisions are present on clientside but not on serverside): https://www.youtube.com/watch?v=4U42qvaKAB8
We are stuck and searching to solve this bug for more than 3days..
Thanks for your answer!
@onyx pawn That's an add node for a Map.
so I look for Add node?
If you wan an add node, yeah.
@noble wharf I'm not very well versed in multiplayer, but at some moments it almost looks like your client is behaving well and then getting server corrected, like the objects are lacking collision on the server, but have it on the client. Like around 23 seconds I think, the player jumps on a mesh, stands there solidly, and then gets 'corrected' down into it a moment later.
yes that is the problem! But this is very weird that the bug is not present at the beginning of a game and appear after.. It is also present in solo, i don't have any node that set "no collision" or anything :/ (sorry for my english^^)
@dry pewter Are you still having trouble with the blackboard thing?
@dry pewter I'm so confused by that blueprint. Are you trying to set one blackboard key from another blackboard key's actor location?
Basically i ave one blackboard key with "Actor A" value, on other key i wanto to set other blackboard key with "Actor A's location"
But the location being taken from the value stored on the previous Black board key
Any way to read a blabkboard key value from a Task or Service would help me
Can you have two blackboards on an AI? I know you can change them, or keep one in a variable.
Uh no i mean
On the same blackboard i have multiple keys
One is "actor" and one is "vector"
I store a value on the Key that is "actor" kind
Then i want to read that key, then "get actor location" and store it on the key that is "vector" kind
@dry pewter Try something like this.
I think the "make literal name" is what i was missing
You can also use Selectors to get blackboard values, but I had a lot of issues with that when I first started on AI, and I got used to using the key names.
I managed to get both values if i get them on the same service
like this
wait i erased a line
Now what i'm stuck with is trying to make the behaviour tree select randomly if it runs a node or not
Left is move to a random location and right is move towards 1 random player (out of 4)
Each one works, tested
Now i need a way to make one or the other occur randomly
You could put a decorator there to return false based on numbers. If you want it 50/50, get random int in range from 0-1, if 0 return false, if 1 return true.
I tried it but the number would always be 0
guys anyone can help with upk file?
im locking for best way for unpack and repack them
You could put a decorator there to return false based on numbers. If you want it 50/50, get random int in range from 0-1, if 0 return false, if 1 return true.
@maiden wadi How would you make this setup? what i've tried so far doesnt work
This 'should' work.
Something like this works too if you wanted more of a difference in chance like 25% instead of 50%
If memory serves, you might also want to make that sequence right under the root a selector instead. I think that if your left move to fails, the whole thing will fail, where as if the left one fails with a selector, it'll move to the next in the list.
i dont really know where i should ask this question but i feel like its the right place to post it here. Is it possible to move the camera without moving the other componentes which are a child of the camera? I want the components to keep being a child of the camera but not follow the cmeras location.
@maiden wadi Alright thanks, will try that tomorrow, for now is long past bedtime, thankyou
i dont really know where i should ask this question but i feel like its the right place to post it here. Is it possible to move the camera without moving the other componentes which are a child of the camera? I want the components to keep being a child of the camera but not follow the cmeras location.
@feral ice Some components have a "inherit pitch/roll/yaw" you can set to true or false, like the spring arm component, that might be what you are looking for? seting the inherit to false
@trim matrix In that situation the actor that is doing the dispatching should have a reference to the one that it should activate and just talk to it directly rather than use a delegate. Delegates are for having an unknown number of listeners.
Hi, I'm working on an overcooked esque local co-op top-down game and I'm kind of stuck on the math for my player camera. I right now have made a temporary camera which simply tries to stay in the average position of the players but theres some obvious issues there already:
- It might not keep all players in view
- It does not adjust for height nicely
- If I angle my camera this approach will not work at all.
So would anyone know if there's any pre-documented methods of approaching a problem like this for an angled top-down camera?
why is my deer ending the "move to" state with a "flick" rotation?
can someone pls help me!! :C I dont know what happaned. If i collide with a wall i cant keep running. Its like my speed is being absorb by the wall but if i dont collide with a wall and run free from any walls its like im running on ice. On the left side is my game and on the right is a comparison
Hi, I'm working on an overcooked esque local co-op top-down game and I'm kind of stuck on the math for my player camera. I right now have made a temporary camera which simply tries to stay in the average position of the players but theres some obvious issues there already:
- It might not keep all players in view
- It does not adjust for height nicely
- If I angle my camera this approach will not work at all.
So would anyone know if there's any pre-documented methods of approaching a problem like this for an angled top-down camera?
@trim matrix I'm taking a stab in the dark here. But could you have the blueprint that has the camera swingarm calculate the distance between all your characters, and then based on the biggest number extend the camera swingarm?
@trim matrix I'm also sure there's a node that checks for the distance of something to the edge of your screen. I can't remember what that's called now.
[Nevermind, fixed it]Hi, when I have a flashlight equiped (attached to a socket on player mesh), how can I let it point up/down as my player looks up and down?
@crystal mural I havn't heard of a node like the one you mention but I'll have a peek at that. A part of the issue is that if I angle the camera there'll be more on screen at the top and less at the bottom which I'm not sure how to combat
I have a problem where a variable don't go to null on first execute. Quantity goes to 0 but item structure keeps it values until I fire the event again...
are there like utility blueprint compendiums? Like I know a few people who have their own blog but is there something besides luck+google an easier way to find these. Like android has android-arsenal for that.
Anyone knows why my bullet projectile wont recognize the physical material on my landscape layers? Like it works on static meshes
im using UE 4.22.3
anyone know why the make rotator node makes 180ยฐ out of 0ยฐ?
Simple question, i've got a float on a blueprint component, the variable is set to "replicated", condition "none". She is correctly updated on the server... but not replicated on clients, any trough ?
Actor should be enabled for replication, as well as component containing said variable
Also they should be relevant for client to be replicated
@urban swan thanks, it's working like this :
but just to be at 100% sure, cause when i read the doc, this said the whole component is replicated. I just want the variable health inside of this component, this is the correct thing to do ?
Afaik, only properties marked as replicated gets replicated
Quick question, if I am working in a bp only project, but decided something is better done with c++ can I make the asset in a cpp project and migrate it to my BP only project? Or do they not mix?
Also am I just crazy or is it normal for a character creation umg to be massive when you have 28 body parts and 18 colors slots?
I am building a ui for my synty studio modular fantasy character creation...and storing the variables in a costume structure..but this thing is massive....
are you using user widgets to abstract some stuff?
if not, thats one way to simplify the main layout
How can I make a click and drag door? Sort of like amnesia did it
video?
Yeah got a widget for the actual menus items but I'm still having to bind the buttons functions which is the part that's huge...
@quaint portal I can't be sure, but from a video I was watching, it pretty much looks like a get results under cursor, if actor implements interface, set a local variable, on mouse x or y, if moved enough, send interface message to object to play open animation.
i watched a tutorial that told me to do this, but it only works with moving the door, not rotating it.
what would you call a spreading texture blueprint that works like infection or blight? or burning wood. a spreading entity that also affects the textures it touches
@quaint portal If you get this solved could you tell me how you solved it because I needed something similar in VR a few months back but never solved it
will do, if i do solve it
moving a door "real life like" isnt that hard?
Thank you
just make sure the pivot is on the right place in the model and have it track the mouse position once being near enough to interact with it
maybe add a clamp to make sure it cant rotate past a certain point
@quaint portal so in that screenshot, what is the branch for?
like that
I think you need to attach the hit result (boolean) to the branch
@stuck hedge thanks i went to bed before your reply yesterday, just read it
normal event should probably do ๐
How do i reset a player character after respawning from a ragdoll death?
The player character is stuck in place and is offset from the collision capsule.
With blueprints interfaces is it necessary to check if my target implements the interface before attempting to call the function, or can I instead have the interface function return a Boolean that implementations will set true (and will default to false if the target doesnโt implement)
Heres my problem
hi i have a level sequencer and in sequencer tab everything works, but when i want to play the sequencer at the beginning of my level it does not work
here is the level blueprint
it prints out the log message but it doesn't play the sequencer
when i hit play, it just shows the camera view of player in player start
could this work to set time dilation on colision or is it totally off ?
Because I am trying to understand how Colision boxes work and how i can make them interact with my skeletal mesh actor to slow down (eventualy be part of a QTe)
Hi, in my game there is a video and I want my slider to be the type connected to the video. How to do ?
hy guys know any good way to edit ue3 SwfMovie font file?
@still trellis I don't think it'll cause problems if you don't check of it implements an interface. If you're returning a bool through an interface message, it'll always return false if the actor doesn't implement that function or interface.
Thanks!
Hey, quick question is there a sort of delay node for functions ?
cant seem to find anything like it
functions are made to be processed in a single frame, so there isnt
However!!
you can create a graph with a custom event and call that custom event within the function.
@gentle tusk
Huh Iยดll try that thanks @latent basin
of course
hey there, can somebody tell me what would be the best way to check if an AI is within a certain part of nav mesh ? Computing this with objects dimensions seems weird
People keep telling me that there is no difference between vr and the other opotions (1st and 3rd person etc..)
but I keep getting stuck with the most rediculous things
like basic tutorials that I cant get to work for some reason
A useful bonus tutorial for Unreal Engine 4 - great for revealing new areas of a level to players, by destroying walls or doors when they hit a switch.
First is mine, second is his