#blueprint

402296 messages ยท Page 441 of 403

modest hull
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is what i want it to do when you press it again

modest hull
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still trying to find a way

vocal urchin
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Maybe try setting world location on the camera itself?

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@modest hull

modest hull
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i don't understand

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everything is working

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but i just need a way for when i press the key again it goes back to player camera

vocal urchin
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Ah, sorry, I misread

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You could do it with a simple boolean variable

vocal urchin
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Try something like this

modest hull
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what about the character

vocal urchin
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This will let you check against the status of the variable every time.

modest hull
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where would I put that?

vocal urchin
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Well, you have to create a way for the camera to move back.

modest hull
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level blueprint

vocal urchin
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I'd put it right after the input

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Basically you're developing two branches

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One in which you take the action you have now, and another branch in which you return the camera to your player character.

modest hull
vocal urchin
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Well, yes, you copied what I had right down to the variable names ๐Ÿ˜„

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But do you understand how to hook it up?

modest hull
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not really

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also should I change the variable names?

vocal urchin
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Variable names don't matter, as long as they make sense

modest hull
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okay

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I still need a way to go back to players camera

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hmm

vocal urchin
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So the red line going downward...that's what you need to create. Basically it's the opposite of what to do when it's true.

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Yes.

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Make sense?

modest hull
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yeah

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wait

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nevermind

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i want to get it to go back to the player

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but

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the thing like this is already in the level

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the player isn't in the level yet

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until i click play

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and it doesn't show up to add in level blueprint

vocal urchin
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Hmm, that I don't have a great answer for, to be honest.

modest hull
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maybe

vocal urchin
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I'd have to research it some

modest hull
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i could have it when i start the game

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it could possess the player that's already in the game

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and when i press the key it let's me spectate the ai

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and then i can press it again and go back

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let me see

trim matrix
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i have an array of structs, the struct is just 3 actor references and a float, before adding a new struct to the array, i want to check for any identical ones, but with a smaller float, what is the best way to do this? the array can get pretty long so it has to be somewhat performant

modest hull
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@vocal urchin it kinda of works but not completely

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another nvm

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it works

vocal urchin
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nice!

modest hull
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some things are still broken

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sometimes when i load in

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it doesn't possess the character

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it spawns the other character right in the same spot

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and it kills the other

vocal urchin
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Might need to set something in a construction script somewhere. Also, the fact that you're doing that in the level blueprint doesn't seem quite right.

modest hull
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like it kills the other character

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if there's another way to do this it would be great

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it works fine if i add 2 players

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besides the extra person

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i can even spectate the enemy on one of the killed players

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and spectate the main player

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Dave if you find anything and I can get this fixed it would be great

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also thanks for helping me

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i spent a couple hours trying to find a way to fix this

vocal urchin
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No problem, but I'd have to dig into your other blueprints and understand how you're spawning things in. Just looking at a single snippet of blueprint is not going to help. And Also, you might be working with things I don't have experience with.

modest hull
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what are some blueprints you'd need to see?

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if they are even blueprints

vocal urchin
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Honestly I don't even know. Sometimes you just have to troubleshoot. Look at how you're bringing your NPCs into the world.

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You probably need to set some default variables on EventBeginPlay

modest hull
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oh

vocal urchin
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that's where I'd start, at least

modest hull
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well that's not blueprints

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the way the npc's are put in the world

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i think

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let me see

vocal urchin
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well, then that's the limit of my expertise, unfortunately. I've brought things in via other means in my projects.

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Not in the level blueprint

random shale
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Hey, guys.
I want to make sure that I am using GameState and GameMode the correct way. I am trying to make an event that triggers when player interacts with certain object in game and when the player interacts with all objects of that kind to trigger another event that opens a door in the level.
So my question is where am I supposed to implement those events. Should I use GameMode or GameState?

trim matrix
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got around it putting the float in a different array and then using the index i get from min, works great

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if i had to do it again i would just not use a struct though lol...

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is there a good way to see how much time a BP needs to execute? can i just look at my debug messages in the log? (because that says 1ms which would be very surprising not to say amazing)

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within 1ms even o.O

tight gyro
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Hey everyone I've been toying with this for a long time now and can't figure it out. I have a line trace from camera and if i shoot looking down or anywhere near my intimidate area it hits my camera/screen so i can see the hit impact emitter right in my face and the debuf hit shows where my camera is where i was standing

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if that makes any sense lol

gloomy linden
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From Actors to Ignore in the trace line node

tight gyro
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i did an array and referenced my self

gloomy linden
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Drag and search for Make Array

tight gyro
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already

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btw

gloomy linden
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Ah ok

tight gyro
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still nothing

gloomy linden
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Weird, it should ignore it then :s

tight gyro
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yeah thats why im confused

gloomy linden
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Tried to restart the engine?

maiden wadi
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@tight gyro Can we see your trace?

tight gyro
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restarted and still doing the same tried to toy with some other settings and nothing

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feel like im missing something small here lol

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left picture is my shooting from the top down to the the crosshair

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then i moved to show what was happening

trim matrix
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is there a way to store data that is generated during play mode in a variable so that it is available in the editor?

tight schooner
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@trim matrix "Stat Unit" in the console โ€” Game Thread shows you your BP execution (though mixed in with other stuff like updating components and whatnot). I have a vague recollection of a Stat Blueprint command. A deeper analysis requires Unreal Insight, where (IIRC) you can see the execution times of individual BPs.

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In response to your much earlier question lol

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If you can load savefiles within the editor then that would be a way. Never tried it myself.

tight gyro
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i fixed my issue boys lmfao after hours

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_<

trim matrix
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@tight schooner ah thanks that will be useful, i found out it gets slow though, so im going to (try and) store the data once to be used during play

maiden wadi
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@tight gyro Attached actor?

tight gyro
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my capsule component on my player character had the wrong object type set

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even though i had tried that earlier it wasn

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wasn't setting ignore for camera traces

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had to set it to custom and switch. >_< sorry about that! appreciate the help

maiden wadi
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Shouldn't that be included in the self actor for the trace though?

tight gyro
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figured blueprint would overide any of that

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yeah I thought so but I just swapped it to check and that was the issue

trim matrix
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@tight schooner i was hoping i could save it straight to a variable somehow, that would be very useful in my case

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a savegame just feels like its not meant for this, but i guess if there is no other way its better then nothing ๐Ÿ™‚

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can i load a savegame in the editor? so that i would get the data in the editor and dont need to worry about loading a save

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meaning dont have to worry about it after doing it once in the editor

maiden wadi
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Things in the game world are not initialized yet in the editor. The game world doesn't even exist yet. You might be able to make a work around with a construction script, I'm not sure. What are you trying to do with the editor though?

trim matrix
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well i just need to generate a bunch of data that i can generate in play mode, but not in the editor

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@maiden wadi

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@maiden wadi and i would prefer the data to be accessible and editable in the editor

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generating takes a lot of time, and there is no way around this, so i want to store everything once, to be used later, i could just regenerate when i make changes

maiden wadi
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Hmm. Like I said, maybe in the construction script. I'm not sure if it can handle save game objects or not. I make it a habit to avoid the construction script unless entirely necessary. Even then I'm not even sure that'll work.

trim matrix
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well maybe someone knows a nice way to do it at some point ๐Ÿ™‚ this seems like something fairly rare

hallow hollow
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Ok, I just found some weird logs.

LogBlueprintUserMessages: [GridVisualizer_2] 117
LogBlueprintUserMessages: [GridVisualizer_2] 118
LogBlueprintUserMessages: [GridVisualizer_2] 119
LogBlueprintUserMessages: [GridVisualizer_C_0] 0
LogBlueprintUserMessages: [GridVisualizer_C_0] 1
LogBlueprintUserMessages: [GridVisualizer_C_0] 2
LogBlueprintUserMessages: [GridVisualizer_C_0] 3```

What does the `C_0` mean? Compile output?
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Because the loop should run from 0 to 119, but it runs from 0 to 99 as part of the GridVisualizer_C_0 set. The code is in the construction script.

brave hatch
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hey, how would you go about making a character model that uses segmented limbs that attach and detach?

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I'm trying to make a mechanic where if the limb is damaged or chopped off, you can rip another one off a corpse or pick one up laying around and re-attach it

vast lion
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Will traces hit the backside of geometry?

hallow hollow
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Treat the limbs as a you would a weapon. You can attach a weapon to your sholder and ask it to perform an animation when you hit or whatever.

brave hatch
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I figured that, yea. using sockets

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but then I ran into the question "wouldn't that cause rigging problems"

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like, I have a model and I'm currently working on getting someone to texture and rig it, but also chop it up nicely so it does as above when I work on it in-engine

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but I didn't think to consider the rigging aspect of it

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and, if a limb is reattached, would it resume previous function and role in animation and bone structure?

hallow hollow
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Yes, the animations would have to be split as well. Alternatively, you can just hide parts of the static mesh when the arm is chopped off and spawn the type when attached.

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In other words, only change the visuals.

brave hatch
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so if it gets chopped off, hide and spawn a whole new arm to go flying off

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and if doing the attachment animation, use the object then once animation is complete despawn the object and unhide the arm?

hallow hollow
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Yes

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Also, you have to block any interaction and prompt if the arm is chopped off etc.

brave hatch
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what about unique attachments on the limb such as equipment

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I need to be able to loot armor from limbs if I want to, or weapons locked in a death grip

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or, if I wanted to, pick up an arm I just hacked off an enemy and put it on myself with the armor and weapon still equipt to it

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I'm really new to these sorts of things and I have to ask these questions so I know I'm going in the right direction so I don't backpedal. thanks for the information so far btw

hallow hollow
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Then you would have to have a description of the arm telling you what is attached etc. and when the arm is attached you read that description and set the correct static meshes for you armour. You have to hide every piece and show every piece.

brave hatch
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so there's no way to do it the socketed way?

maiden wadi
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I think mostly this would come down to having a lootable class. When limb hacked off, spawn lootableclass, apply mesh of hacked off arm, attach any weapons or armor to it, and then hide character's limb that was removed. On pick up, set character's arm mesh to the one from the pickup, attach any attachables to the newly applied mesh of the character.

hallow hollow
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Not with my limited understanding of the system, no. Though, you do see games make guns and the like animate together with the character after being picked up.
Maybe set two different riggings?

brave hatch
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it's hard to wrap ones head around when not fully knowledgeable isn't it

maiden wadi
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This would be really easy with just using attached static meshes to the character's skeletal sockets, but it would look really odd unless it was mechanical I think. Might be able to get it to work with something more biological.

brave hatch
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well the only reason I think this would work biologically is because the model is low poly

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it's based around ps1 and very early ps2 graphics

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back then, quite a lot of models used segmented portions for animation

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for example

maiden wadi
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May very well work then. Without a lot of geometry, using static meshes placed correctly at the sockets could work. You'd end up with the old bulb shoulders look sometimes though.

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Armor could even hide a lot of it.

brave hatch
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the overall grand scheme is the players character is trapped in a physical body and can't REALLY die, just the body can. so when something gets damaged or ripped off, the sped up healing abilities can just allow for attaching something new or just regrowing one over a very long period of time

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and yea, armor would hide a lot of it

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the armor system is very in-depth

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lots of layers and such.

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so this being said which works better? sockets or hide/show?

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personally, visuals wise and streamline effectivity I have this gut feeling of socket but I don't want to overstep when I don't know any better

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by the way, thanks for the help

maiden wadi
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Honestly not a clue. I'd have to put more than five minutes of thought into it. Either way can work. There may even be a more robust way of handling stuff like this stuff. Check this page out though, it looks promising in that regard and it's for biological characters. https://docs.unrealengine.com/en-US/Engine/Animation/WorkingwithModularCharacters/index.html

Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.

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I think your only real complex part is going to be changing animations based on missing limbs, but that's just technical details.

brave hatch
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very nice.

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yea, I'm very concerned about animation

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but its probably more simple than I imagine. learning more about the engine and what it can do usually shatters those mental limitations

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well, actually, in animation they use bones right?

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and bones can be parented and unparented

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can't you just on sever, unparent the bone and make it modular as well?

maiden wadi
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Well, if I was looking at that correctly, you're still using just one animation. Just like if you're using one skeletal mesh for the character. Difference is you can remove skeletal meshes.

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If it was me, I'd use that modular style and make a pickup actor class that has a skeletal mesh in it. It'll allow you to, like I said earlier, spawn the pickupable actor, apply the limb that's being severed skeletal mesh to it, and then let it fall to the floor while you at the same time remove the skeletal mesh from the player character. If that makes sense? Then you can interact with these pickup actors to reattach them. On creation you can pass some variables to the pickup actor like body part location, it's held weapon and armor, etc. And on pickup, you just set the skeletal mesh of the limb on the character to the one from the pickup, and then attach the weapon/armor back to the limb. If that makes sense?

wild seal
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I'm trying to attach an actor (just a scene component) to the out hit actor of my line trace, but it seems to not attach in the right place

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I'm trying to get the spawned actor to attach and move with the out hit actor of the line trace but id like it to attach where the trace has hit, rather than just on the root location of the parent

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When I change AttachToActor to use keep world location it attaches where I want it but then doesnt move with the parent, which is the goal

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When using keep relative it attaches it like 100ft away

maiden wadi
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@wild seal Not used to attaching components at runtime. But what happens if you get the hit actor's world location and subtract it from the outhitlocation while using Keep Relative?

wild seal
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could you elaborate?

maiden wadi
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And use the subtracted vector as the spawn transform location

wild seal
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@maiden wadi I'll give that a try

maiden wadi
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I'm writing something quick to test that myself since you gave me a new design idea for a spell, so let me know what happens with that.

wild seal
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@maiden wadi It still attaches far from the parent actor

trim matrix
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Hello guys, i have a problem since yesterday that when i move left or right (a or d keys) then my screen shakes what can be the cause of this?

maiden wadi
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@wild seal Hmm. Odd. My test seems to work fine.

wild seal
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@maiden wadi Could i get a screenshot of the blueprint to see what might be different

maiden wadi
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@wild seal Quick clarity before I post, I'm line tracing to hit fireball actors I have, setting an actor ref in the fireball. The fireball actor which is moving constantly draws a debug point on tick showing the attached actor's location.

wild seal
trim matrix
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nvm guys i got set controller yaw and it works ๐Ÿ˜„

maiden wadi
wild seal
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@maiden wadi Hmm, that fixed the issue of it being in the wrong place, but it doesnt move with the parent I'm attaching it to

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@maiden wadi hold on just thought of something that might work

spark steppe
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is there anything in blueprints that allows me a simple thing like switch(int){ ... return "foobar" ... }

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so switch on an int but returning an string

uncut granite
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Thanks to @maiden wadi
The smoothing is disabled in this as i'm working on something (the random tilt is fixed with the smoothing). Character is now able to change gravity to any surface and the camera follows the gravity change and character can also orient correctly to velocity on any surface ๐Ÿ˜„

maiden wadi
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@spark steppe Would a select node work for what you're after?

amber marsh
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Are line traces visible in a shipping build of a game?

spark steppe
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string select only offers a or b, which gets toggled by a bool

uncut granite
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I don't believe any debug features are @amber marsh

amber marsh
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kk

maiden wadi
spark steppe
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huh, i've used the wrong node probably

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yea that works fine, thank you

wild seal
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@maiden wadi thank you for fixing the issue with it appearing in the wrong spot, I realized that it wasnt moving with the parent actor because I was setting a vector variable only once and using that as a reference for the visuals and the movement

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Its silly how simple the solutions can be sometimes

maiden wadi
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@uncut granite Looking good. Seems to work really well.

uncut granite
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Thanks a lot for helping everyone here ๐Ÿ˜„

wild seal
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^

uncut granite
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^ everyone here ^

feral ice
spark steppe
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does it have a collision mesh?

maiden wadi
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@feral ice In generally, I find it easier to make a collision of some type be the core component of projectiles. I've had collision issues myself with leaving the core component as a Scene. Static Meshes or things like Sphere Collision work great.

feral ice
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yeah i think it does

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ah ok ill try that : D

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thanks for helping

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it worked : D thanks @maiden wadi

deft zealot
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guys how can make my meshes visible when the character (camera) is within a certain distance of the mesh?

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And I suppose I have to do it in the level blueprint?

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Like you know how there's a parameter for each static mesh "visible"? How can I set it with the level blueprint using the logic i explained above?

maiden wadi
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@deft zealot Are you talking all static meshes, or just one in particular?

deft zealot
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I have a few meshes that will initially be set as not visible, but I want them to be set to visible once the player gets close

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so, just one in particular i guess

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if I know how to do it with 1 in particular, ill just do the same for every other one that i need

spark steppe
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you can use a trigger box

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which sets the meshs to visible when the player runs into it

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and to invisible when he runs out of it

maiden wadi
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In general, I would create a new actor for this. Place the static mesh inside of the actor as a static mesh component. You can even expose the static mesh component and distance variable so you can set them in the editor if you want. but generally speaking, you would either use Tick, or Set Timer By event, get the player character's pawn and use it or the camera component's location, use Distance(Vector), If Distance < desireddistance, sethidden=false

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Trigger boxes work well too.

deft zealot
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@maiden wadi And I assume I have to do all that in the level blueprint, correct?

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Tick event is every frame? So it will just trigger/check the distance continuously?

maiden wadi
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@deft zealot Nah, you can make the object handle that itself, that's what the creating a new blueprint object was for.

teal spade
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Hi! Can someone explain me how to make a capsule component searchable, so I can add it to an array? I've one component array already, but I can't assign values to it (it brings up the content browser). I've also a workaround, by initializing the Make Array node, each time the game starts. Which is fine, but would avoid it if possible.

deft zealot
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I am a little lost. I mean, I already have the object?

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I am so sorry lol please forgive me, all i know is how to make levels visually for now, and all this blueprint stuff is super new to me @maiden wadi

tawny tinsel
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is theres a node that sets actors position and rotation inside the level

cold sinew
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Authaer GoodDay can i get a value stored in array and check if its equal to another variable without doing loop ?

teal spade
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@cold sinew do you know the index? will it change?

cold sinew
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Yes each gamemode is adding to this array

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so each time the function fires i need to check if the index not exist in array

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its will fire

teal spade
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there's a node for checking indexes: "Is valid"

cold sinew
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this one

teal spade
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yes

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if the index, that you're adding, has a stable position (aka always lands on the same index), that you could just simply call it from the array, and pull out an equal node

cold sinew
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the problem is i have game modes working one after one as the player selecting them

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like the player want in this session 3 game modes

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and the game starting with race or tdm

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the thing is its starting but after the 2nd or 3rd game mode done its going back to 0 first one

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and going to continue again from 3rd

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thats why i need to check if this gamemode already done no need to restart it

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im doing that by adding one index each time to the array and to the variable

teal spade
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so you're randomly adding numbers to your array then?

cold sinew
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its sequenced 0,1,2,3,4

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constant

teal spade
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yeah, but what kind of array we're talking about? 'Cos if its a bool, for example, you can make a branch and check if Game State 0 is False/True

cold sinew
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now this checking if the game index -1 will destroy session and if its more than or equal to 5

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but sometimes like im getting 1st game firing again in the middle of the games

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indexes will be 0,1,2,0,3,4

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or 0,1,0,2,3,4

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idk why because im adding 1 each time it shouldn't get 0

teal spade
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from what I can tell, I'm no pro, but those variables don't seem to be from an array. Just a single.

deft zealot
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how do i place the static mesh inside of the actor as a static mesh component

cold sinew
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Yes i want to add array to this

undone imp
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Add static mesh component.

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@deft zealot

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there is a node for that

cold sinew
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or i can make a boolean array ?

undone imp
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@cold sinew make a mpa

cold sinew
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each time this gamefunction fire will set it to true

undone imp
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map

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that pairs gamemode with bool

cold sinew
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ok

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so each time the enum getting set will set the boolean to true

teal spade
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cos to me it feels like that you're trying to alter/override one variable

cold sinew
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yes true but the thing i want to set each new index to an array and checking if its already added or not

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if its added will switch to another game without restarting

deft zealot
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just select the static mesh from there? I am trying to like, put an existing mesh into this blueprint actor

undone imp
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@deft zealot this will add a mesh to class. Yes, this is how you add them most of the time.
You can also use a node "add static mehs component" to add a mesh at runtime.

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in any case you can change the actual mesh

languid lion
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Hi, I keep getting an error that my decal is pending kill

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even though I've checked off the kill function on decal fade out

teal spade
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then just pre-define an array for all the game modes, and alter the values that way

languid lion
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I wanted to place tutorial prompts in the level

teal spade
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or you can use the make array node as well, if you fancy

languid lion
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that show up when you walk into a certain area

teal spade
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but for gameplay stuff, I'd use a pre-defined one

cold sinew
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hmm will give it a try

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thanks mate i will check it

deft zealot
undone imp
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@deft zealot there is a "is visible" property

deft zealot
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That's what someone in here told me to do "In general, I would create a new actor for this. Place the static mesh inside of the actor as a static mesh component. You can even expose the static mesh component and distance variable so you can set them in the editor if you want. but generally speaking, you would either use Tick, or Set Timer By event, get the player character's pawn and use it or the camera component's location, use Distance(Vector), If Distance < desireddistance, sethidden=false
Trigger boxes work well too."

undone imp
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you can call "setIsVisible" or "setvisibility"./ something like that

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yes, this solution is correct

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Wait a sec, will make you a screenshot ๐Ÿ™‚

deft zealot
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Alright thanks haha

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I am super confused with all of this

teal spade
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@cold sinew this is how I'd check if we're in a specific game mode. I'm sure there's plenty of other ways.

teal spade
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So does anyone know how to pre-define a Capsule Component Array?

deft zealot
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That's the mesh i need to add to the actor

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for example

undone imp
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Step 1:

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this will add a static mesh component to your actor

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Step 2:

cold sinew
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@cold sinew this is how I'd check if we're in a specific game mode. I'm sure there's plenty of other ways.
@teal spade Yes thats what im doing now xD

undone imp
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with that new static mesh component selected, in the details tab you will have a static mesh field.

cold sinew
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i will check it

undone imp
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pick a static mesh you want.

deft zealot
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Ahhhhhhhhhh gotcha

undone imp
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Step 3:

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this is a simple example of how your script can look:

deft zealot
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So, that is a blueprint. Do i need to replace the original mesh (that phone on the bench) with this blueprint actor then?

undone imp
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yes

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this is not the best way of doing this.

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you should avoid doing stuff in tick if possible.

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but its the simplest to do ๐Ÿ™‚

deft zealot
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yeah for sure

#

I mean this project is nothing serious

#

I am mainly doing this for self teaching purposes

undone imp
#

You can also add a collision/ trigger to show the mesh when player clips it, or if its only visual you can just make a shader that will hide the mesh.

languid lion
#

I keep getting this error, and my decal is meant to fade back in but it won't

#

Anyone?

cold sinew
#

@teal spade same xD

deft zealot
#

@undone imp Thank you so so much for this

#

Such a simple thing yet I couldn't find this on youtube at all xD

#

By the way, is there a way to make it so it just stays visible forever once the player gets close to it? Since with the script that you provided, it goes to being invisible again once you go away from it

undone imp
#

sure.

teal spade
#

@cold sinew as in nothing happened?

cold sinew
#

yes nothing happend xP

undone imp
#

@deft zealot
Add a bool variable, "wasSeen".
Before the check for visibility check if its true.
If its false, but player is in range, set it to true.

cold sinew
#

its weird

teal spade
#

can't tell much, cos I don't see your entire blueprint, but why do you add and subtract numbers like that? why not simply use Set Array and blamo

#

meaning to get rid of those num checks you've there, on your earlier picture

cold sinew
#

im not subtracting anything im just adding

#

i will tell you the idea

#

i have local string array for gamemodes

the players when creating session they can select which first mode to start with and what modes to play inside the session

#

like they can select 4 game modes the thing is the first game mode he is selecting is going to be index 0

#

and the rest of modes 1,2,3,4

#

so what im doing here im trying to not duplicate any mode when he play gamemode index 2 will not play it again in same session

teal spade
#

but you're adding to a single variable, with no index, Right? (going from your setup). Don't see anywhere, where you Add an element to an array, with an index tied to it, just an Increment node; that's not the same.

cold sinew
#

yes i've tried to add each index to an array

#

integer array

#

you know i've tried this but without is valid voxel360

#

let me try this one ๐Ÿ˜„

teal spade
#

then why didn't it work? lol

cold sinew
maiden wadi
teal spade
#

that's not gonna work

cold sinew
#

ok do i need to increment without variable

#

i mean increment the old one

teal spade
#

said that you need to use Set Array Elem

cold sinew
#

oh

teal spade
#

if you're individually updating

#

you didn't listen

#

lol

cold sinew
#

im listening xD

teal spade
#

you can use that node to update pre-existing indexes, with whatever number you wish to add

#

but because you're switching between game modes, I've really no clue, why you're insisting on using an integer array, instead of a boolean one

#

so that way, you set True/False the one you're in, and the rest to False/True, to make sure you're only in one game mode

#

super simple, super secure

#

but you can use ones and zeros if you wish

cold sinew
#

you mean like this ๐Ÿ˜„

teal spade
#

would do this inside your game modes, but sure

cold sinew
#

yes its gamemode

teal spade
#

you also need to clear the other ones, to their default OFF state

#

otherwise all of them will be set to True, at all times

cold sinew
#

ok got it

languid lion
#

Can anyone help me with the decals ๐Ÿ˜ข

nova pagoda
#

Hey guys, is there any way to get a reference to the parent ("root") Widget from a button for example?

maiden wadi
#

@languid lion I could be mistaken, but I think once the fade out finishes, the decal component destroys itself. The bool on that is just to check if it should destroy the owning actor.

#

@nova pagoda Not without passing it to the button on spawn. Other way around that is to use event dispatchers.

cold sinew
#

tried everything also same thing

deft zealot
#

@undone imp I am so sorry lol, could you please show that in the blueprint as well? As embarrassing as it might sound, I can't figure it out lol...

undone imp
#

sure. 5 min

nova pagoda
#

@nova pagoda Not without passing it to the button on spawn. Other way around that is to use event dispatchers.
@maiden wadi Could you quickly elaborate on the dispatcher method?

undone imp
#

@deft zealot

#

@nova pagoda Button can have a "onClick" event dispatcher. Parent (like menu), can watch for that dispatcher

#

and do something when it triggers.

#

Its very useful since the button doesnt have to "know" where it is, and what its parent is. That makes it very easy to reuse.

maiden wadi
#

@nova pagoda This is in the custom button widget. On the left, I've made an event dispatcher named ActionButtonClicked. Then in the graph on the button clicked I'm telling it to call that dispatch.

#

In the parent, you just drop the custom button in and use that, or you can use the button variable to bind it manually to a different event if you want.

deft zealot
#

@undone imp Thank you so much for the help!

#

@maiden wadi Thank you a lot as well!

cold sinew
#

i've tried everything but nothing stopping the index 0 from running again ๐Ÿ˜„

#

even this

#

the gamemodes function killed me i've been working on them since 4 days ๐Ÿ˜„

spark steppe
#

where would one put save/load game handling? in the gamestate bp?

languid lion
#

@maiden wadi That worked, thanks a lot

#

Is it possible to also fetch the value I input for the decal's size in each instance of the actor?

supple folio
#

can someone tell me the lifetime of an for each loop? like if I find the array element I want. Do I have to save it or can I just plug it into the function I want?

languid lion
#

Figured out a solution. Thanks a lot Authaer!

cold sinew
#

i think for each loop complete when its reach the last index of the array

dapper cradle
#

I have forgotten how I make the 'GET' node here please advise XD

cold sinew
#

Ctrl + Drag the variable and drop in the workspace

dapper cradle
#

@cold sinew thats what I get with that method

cold sinew
#

right click on it and select is valid

frozen spear
#

Drag it in and it should say "get" or "set"

#

Then click what you need

dapper cradle
#

thanks @cold sinew right clicking on it worked! and also thank you @frozen spear

frozen spear
#

Those look like validated gets tho

dapper cradle
#

that is what I needed @frozen spear I tried to point that out with my initial post and picture ๐Ÿ™‚

frozen spear
#

Neat, you making a parkour game?

dapper cradle
#

something like that XD its gymnastics in VR, bit out of my depth as its my first ever project in game dev but having fun pouring time into it!

supple folio
#

@cold sinew thanks! Yeah I tried now just putting that element into a function. and it works. I guess it either finishes the function and ends the loop body, or just copies a reference and then just finishes and the function goes.

cold sinew
#

Welcome

trim matrix
#

can i export a variable that gets assigned during play? i made it public so i can see it in the editor during play

#

all i can find is stuff on importing, not on exporting

#

any way to write text to a file? then i could just make a CSV

frozen spear
#

You can in cpp and bp

late tendon
#

Hello!

frozen spear
#

Did you try unplugging the 2 nodes it's warning about?

#

There is also several plugins on the marketplace that allow you to access f file helper functions in blueprint

#

The one above is an example

#

As far as I know, you can only read and write using CPP projects

late tendon
#

Did you try unplugging the 2 nodes it's warning about?
@frozen spear i resolved those issues, no more warnings

trim matrix
#

@frozen spear thanks ill take a look

frozen spear
#

Maybe it's hidden? @late tendon

#

Click the perspective window and hit 'w'

late tendon
#

Maybe it's hidden? @late tendon
@frozen spear I checked, its not hidden, and its set to visible

#

Click the perspective window and hit 'w'
@frozen spear No change

frozen spear
#

Damn, no idea then...

#

Close and reopen the editor just I case it's a fluke?

modest hull
#

need help

#

forgot how to get actor direction

#

or rotation

tired arrow
#

Hey so I'm trying to store a single actor of one class with one tag into a variable that stores that one actor, but the 'get' node doesn't allow me to set that variable with its result

modest hull
#

nevermind

dreamy ice
#

Is the only way to have an array of classes of a parent BP to predefine it before runtime in the editor, or is there a way to do it once on game startup

wind atlas
#

hello, does the delay node keep a record of events, or is it that while a delay is in action, other events coming in are ignored?

zealous moth
#

@wind atlas wut? delay only does what it says: delay. It serves no other function. It's as if you have a recipe for cake and you have to delay it in there for 30 mins.

#

@dreamy ice in the "on begin play" event, you can define your array of classes and it will override whatever you had in the editor assuming you clear it.

wind atlas
#

ah right yeah im thinking in a backwards way

#

lol

zealous moth
#

@tired arrow you have to link your get result to your set

dreamy ice
#

I was referring to being able to lets say, GetChildClassesOfParentClass and get an array.

zealous moth
#

yes, you can

dreamy ice
#

How would one do that?

zealous moth
#

on begin play > get child classes > have an array var handy > use a for loop

#

beyond this i have no idea what you are doing or trying to do

dreamy ice
#

As far as I know theres no get child classes node. That's my problem. I don't know much c++

lilac surge
#

Hi, I'm new in ue4 and I need some help. I have successfully installed the plugin socketio-client-ue4 in ue4, but now I have a problem. In the blueprint widget window I have no button called "Add components" on my board.. Is it normal ? Maybe is something wrong in my way of doing?

true valve
#

So I have some automated doors that opens and closes as you walk in / out. I have placed them in all of my houses and they appear fine when I play the game in viewport but the doors location and placements are all misplaced in streamable levels. Any idea why that happens?

tired arrow
#

@zealous moth That wouldn't work the way I had it setup but I figured it out, thank you

cold sinew
zealous moth
#

wow that looks awful, you should've made an array with a for each loop :/

languid lion
#

Would anyone have any suggestions on how to reduce the fall speed in my game without altering the gravity scale?

zealous moth
#

try reducing the gravity scale

languid lion
#

right now I have a wall-slide but it ends up being too fast if z-velocity is too high when the wall-slide starts

zealous moth
#

you can cap your z-vel

languid lion
#

(the wall-slide does reduce the gravity scale)

#

how?

zealous moth
#

get your velocity in the Z axis, if it is too high, set it to your cap

#

you'd have to run it on a timer or tick

languid lion
#

how do I set my cap?

zealous moth
#

literally took me 10 secs, come on bro

languid lion
#

I'm quite new to Unreal

#

Don't know enough nodes

cunning creek
#

i followed the animation doc from unreal engine page, but when i press Ctrl to Crouch it dons't work, but sometimes yes

zealous moth
#

show?

cunning creek
#

me?

zealous moth
#

no, triceps

cunning creek
#

lol

#

let me record it

zealous moth
#

bro, do you even blueprint? alright show me

cunning creek
#

this

#

this si input

zealous moth
#

so what do you expect it to do other than slow you down?

cunning creek
#

crouch animation

#

and i have it

zealous moth
#

this is third person?

cunning creek
#

but sometimes work some tims not

zealous moth
#

show the anim bp

cunning creek
#

yes

#

kk

#

idle and walk works

zealous moth
#

so you transition only when you walk?

cunning creek
#

yes

zealous moth
#

there is no transition from idle

cunning creek
#

iknow

#

i mean

zealous moth
#

i would guess it is your speed then

cunning creek
#

if i walk and i press CTRL sometimes works sometimes not

#

idk why

#

if i press 5 times, maybe it crouch 2 or 1

zealous moth
#

on input, put a print string and record your speed variable

#

put it before anything else on pressed

#

that way when you press ctrl, you can see what your speed var is and check if it is 0

#

i would guess that is your issue

#

not sure why you aren't using >= instead

cunning creek
#

idk, unreal docs xD

#

so one more thing

#

how can i make this animation while im pressing CTRL instead press 1 time

zealous moth
#

remove the release and flipflop

cunning creek
#

??

#

how? xD sorry im new using thos

zealous moth
#

look up on yt "wtf is flip flop" it will answer you ๐Ÿ™‚

marble drum
#

Has anyone done fake depth and scale for part of the scene in VR? For example UI that's infinitely far in the distance. And would you be able to point me towards a reference/search term? Either blueprint or CPP

maiden wadi
#

Random interesting note. Decided to run a comparison on Validated Gets vs the usual Get Reference, run through an IsValid node. Validated gets are roughly 5-18%(Depending on use after) faster than using an Isvalid node for the same thing.

zealous moth
#

@maiden wadi ah? which node? the isValid?

maiden wadi
#

Identical use, but using the validated get instead of an isvalid node.

zealous moth
#

oooo i will try that

#

ty

languid lion
#

even when I'm jumping around

cunning creek
#

@zealous moth how can i see speed variable in input pressed if it is in the animation BP

viscid valve
#

Wow, just fixed the mother of all annoying problems.

#

Does anyone know when a list entry is actually "created"? I was trying to access a reference to a list entry in a tile view so I could update its text on the fly for my inventory system so that it can display how many items are stacked in a given slot

#

If I tried to access it in any continuous form of execution, for instance if I wanted to add 3 items of the same type to the inventory that were in range of the player at the time I pressed the "pickup" key, the reference to the list entry didn't work, it just came up null

#

I got around this by storing the reference and only accessing it in a separate function that is triggered by a timer of all things...

#

Maybe there is a way to get around this, but holy moly this took me weeks of toil to figure out what was going on. Even then I still don't really understand what the engine is doing in the background that makes this specific type of object inaccessible at a given time in execution..

vapid hatch
#

is there an easy way to implement a switch on damagetypes?

trim matrix
#

Whats the node to check animation time so i can turn off a Boolean?

#

trying to stop my attack animation

dreamy ice
#

@vapid hatch Switch on Enum?

molten hound
#

Hi I have set up a simple count down timer for a widget and I have formatted the text to show only minutes and seconds. I have set 3mins 30 so it show perfect 3:30 and countdowns, 3:59. 3:58 etc. My issue is when the seconds get below 10 it does not show a "0" so it will look like 3: 5 etc. I cant seem to work out the best way to solve this. Any help would be apreachieated.

vapid hatch
#

@vapid hatch Switch on Enum?
@dreamy ice well damagetypes arent really an enum, are they?

manic helm
#

What is best for start,
Blueprints or cpp?

static fjord
#

how should I do to play montage only once and not loop

trim matrix
maiden wadi
#

@trim matrix Looks like something is colliding with your spring arm.

trim matrix
#

interesting

maiden wadi
#

I could be wrong, but that'd be my first guess.

trim matrix
#

whats a spring arm
?

#

nvm

#

cameraboom

#

i think your right what should i do?

maiden wadi
#

@manic helm Depends. Neither is best, it just depends on your intentions. I think you can convert blueprint starts to CPP, but if you intend to use CPP, you can just start there and still use blueprints.

#

@trim matrix You can test it by turning off DoCollisionTest in the spring arm. If that's the issue, you'll have to disable camera collision channel on whatever is causing it.

trim matrix
#

there are collision channels whoa

#

yah its the collision test

#

turned off doesn't do it

maiden wadi
trim matrix
#

well i f'd up

#

how do i fix this

#

nvm save all fixed

deft zealot
#

@undone imp Sorry to bother you again. I am trying to make a small hud so it shows the number of items found out of the 5 total. So i got all of my objects setting to visible when i am within a specified distance (all thanks to your help), which I am very happy about. Every one of those objects has the wasSeen boolean (as per your instructions). I want the number of items found++ if any of those items have their wasSeen set to true (and also to update that number on the HUD of course). So like as I find more and more items, the number in the HUD would go up by 1 each time. Whenever you have the time, could you explain how i'd achieve that with blueprints?

trim matrix
#

Thx's Authaer you're the man

undone imp
#

@deft zealot
In your player controller have a integer variable "NumberOfDiscoveredItems".
Each time we find an item (as before), get this player controller and increment this variable.
Then in HUD, you can check it and display it.

#

There is a tutorial on unreal Youtube channel that covers Blueprint communication and casting. That would be very helpful for you.

marble agate
#

I'm using a lerp vector to make an actor move from one spot to another, do I have to use a timeline for the alpha? Or is there something else I could use?

zealous moth
#

out of curiousity, are exam periods coming up that we have so many new users with super basic questions or something?

marble agate
#

I'm not a new user. I just wanted to know if there was something else I could use. ๐Ÿ™„

worthy frost
#

use whatever you like

#

you can use tick, or a timer, anything to increase the alpha

#

depends on what you want

marble agate
#

Thanks for an actual answer. I really didn't want to use tick, I do my best to avoid doing so. Just wanted to know if there was anything else other than a timeline.

dreamy ice
#

@vapid hatch Iโ€™m sorry I had it in my mind that you were specifying via an enumeration silly me.

maiden wadi
#

@vapid hatch since damage types are pretty much state objects, you could put an enum or integer in the class and switch off of those.

wind atlas
#

hello, silly question: how do I get an item in an array? i know I want index 1 or 0, do i need to do a for loop and compare to the required index?

#

ah, with GET node

trim matrix
dry pewter
#

Hello guys i'm back after 3 days of having my screen fail (had to get a second hand screen, it's much smaller)

#

@maiden wadi Thankyou man the AI is working good htanks for the advice

undone imp
#

Might be attached to the mesh in a consturction script for example.
Or be a part of a skeletal mesh. You can attach meshes in the asset editor AFAIK.

#

@trim matrix

dry pewter
#

Now i'm creating a widget from an AI task, the widget is in fact being created but it seems like the variables for it are not being stored correctly, any thoughts?

trim matrix
#

hmm

undone imp
#

see if its visible in the asset editor for the skeletal mesh

trim matrix
#

i dunno why i have 2

undone imp
#

well, you are attaching a sword and a hammer. maybe the sword var is the same mesh?

trim matrix
#

i had both set invis

#

sec

#

its not

#

just was invis

#

also had it working before

#

i tried adding a hit event on one of the weapon blueprints and this happened i think

#

but i deleted it and it stays

#

restarted my game

#

and it isn't in viewport anymore

#

but it still there

#

colliding when i play

dry pewter
#

Is the hammer being spawn at any point from one of your blueprints?

trim matrix
#

nope

#

i tried casting to it though

undone imp
#

wait, so what is the problem?

trim matrix
#

i have a hammer colliding wtih me

undone imp
#

well, you can disable collision

#

on the hammer

#

on the pawn channel

trim matrix
#

temp fix

#

but yah i have no idea where it came from

dry pewter
#

Would be much of a problem to delete the hammer asset?

#

Force deleting it?

trim matrix
#

i just tryed reattaching to skeleton via socket

#

didn't work

#

i selected it

#

dunno why my other ones called 408

undone imp
#

ue just auto numbers instances in the level

#

but 408? thats a lot.

trim matrix
#

wait what?

#

i just deleted that hammer

#

and now its gone but this now my hammer blueprint thing is called 408 lel

#

in the hierarchy

#

weird man

#

i just renamed my asset

#

now i can't get that name

undone imp
#

name it whatever

#

right click whole content

#

and click "fix redirectors"

#

or something like that

#

also restart the editor.

trim matrix
#

so i got my name back do you know how to rename the 408? in my world outliner?

undone imp
#

in the details panel in the world, you can click on the name on top

#

and change it

#

thats per instance in the world

trim matrix
#

cant select

#

jumps to my third person character

#

instantly after

#

because its built with construction script

#

i think

undone imp
#

oh,

#

in this case I don't think you can name it. But it also explains the high number

#

construction script runs every time you update the actor. so it just increments the name.

trim matrix
#

but i only have 1 of them in game right

undone imp
#

but the name is not important. Its not visible in game.

#

yes, you have one. But I its spawned with a consturction script its a new one every time that consturction script runs.

#

If you move whatever has the script (player hcaracter?) it will probably update again

trim matrix
#

hmm

undone imp
#

also.. thats an actor spawned with a construction script of another actor.. Im not sure how that works.. is that even possible?

#

not a good idea probably, even if possible.

#

thats usually for components.

trim matrix
#

well i guess its possible

#

lol

#

yah didn't change name when i moved

#

408 doesn't look to good haha

undone imp
#

the name doesn't matter.

#

also, I think we are missing some important piece of information here.

trim matrix
#

i just created another hammer ๐Ÿ™‚

#

im embarrassed to share this

undone imp
#

cant do it like this

trim matrix
#

on my hammer actor event graph

undone imp
#

you are using branch before casting.

#

oh, sorry

#

nvm

#

controller can never be hit.

#

You are getting a controller.
Controller is not the same as a character.

#

also.. player pawn probably is not of class "enemy character"

#

this should just be this:

#

hit> get the hit actor > cast to enemy character > take damage

#

also, yeah, my initial point still stands.

#

Order is wrong.

trim matrix
undone imp
#

you are tying to compare if actor hit is the same as controller (impossible, you cant hit a controller), but also, you are getting a controller after casting which comes after branch so is not executed (thats why you got the errror)

#

yeah, this should work.

#

or at least is correct technically.

trim matrix
#

doesn't do the dmg

#

not sure why

undone imp
#

hmm..

#

try "Other actor"

#

not "hit actor"

trim matrix
#

ok

#

killed it

#

lol

undone imp
#

you probably also want to use overlap instead of hit if its a typical swing of a melee weapon.

trim matrix
#

yah your right

#

1 shot

#

lol

undone imp
#

hit is for blocking collision, and for various reasons its better to let the weapon pass thought the enemy, unless you have some weird physics based combat.

trim matrix
#

k

maiden wadi
#

@trim matrix You might also consider the default interface for damaging. No need for the complexity of casting.

undone imp
#

Also good point

#

you can call "Apply damage" to any actor

#

without casting.

trim matrix
#

do i dont need a dmg function?

#

so*

undone imp
#

yeah.

#

every actor has it basically integrated.

#

call "apply damage" to deal damage and "event damage received" or something like that, to handle the damage being dealt.

#

so you can reuse if for breaking pots, or doors or whatever.

maiden wadi
#

Yeah. Event Anydamage.

#

Very useful to avoid needing to cast. Reduces complexity by a lot.

trim matrix
#

i'll have to look at documentation

coarse marten
#

Probably a mad silly question but how would I go about hiding some of the digits in the "get seconds" function?
i.e Using only two digits instead of the 3 digits for the milliseconds pin

undone imp
#

multiply by 100, round, divide by 100

coarse marten
#

b i g b r a i n p l a y s

#

Thanks!

undone imp
#

I might be wrong, but I think there was also a node for converting float to string with custom formatting.

coarse marten
#

I mean how I set it up has it in a formatted string

trim matrix
#

This is awesome though i got my AI dead with my weapon worked out smoothly

coarse marten
#

It was just mostly the milliseconds, I forgot the maths behind it @undone imp

#

Also, just did a quick check, x100 divide by 1000

#

I get a 2 digit millisecond value

#

Which I'm going to round up or down accordingly

#

Again, thanks alot!

undone imp
#

no problem

#

I have to go now, but I'm sure someone else can handle it from here.

trim matrix
#

thanks man

fossil thistle
#

anyone know why I cant find the InputAxis MoveForward node in my character blueprint?

maiden wadi
#

@fossil thistle Do you have that input axis set up in your project input settings?

fossil thistle
#

yea...I just realized thats what it is. i usually have starter content and this time i didnt

#

thanks for responding!

trim matrix
#

can copypasting blueprints cause weird issues?

solemn dagger
#

Does anybody know how to fix this stretching i get from a screen capture 2d when i am resizing the window?
@trim matrix Looks like the resolution is affecting you ? try refreshing your material or the position of your screen capture when the resolution changes

valid hound
#

I made a health bar widget to show above an npc's head, it works, but I dont want it to show on the screen when the npc is behind a wall, how can I accomplish this?

solemn dagger
#

I made a health bar widget to show above an npc's head, it works, but I dont want it to show on the screen when the npc is behind a wall, how can I accomplish this?
@valid hound trace line from your camera to the point on top of your npc , if you find a block remove the widget

valid hound
#

I'm new to blueprint coding could you show me an example?

solemn dagger
#

just watch a youtube tutorial with line trace

chilly moon
#

I'm setting up a UI as part of a mod I'm making for ARK. When I have SetInputModeUIOnly, it works just fine, but when I have it set to a different input mode, it crashes when the UI should be put on the viewport. Any idea what's going on?

[2020.04.09-05.33.37:542][532]LogWindows: === Critical error: ===
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff

VERSION: 310.0 
UE4Editor-CoreUObject.dll!UnknownFunction (0x00007fffb20306bf) + 0 bytes [UnknownFile:0]
UE4Editor-ShooterGame.dll!UShooterGameViewportClient::ValidateInput() (0x00007fff645d569c) + 27 bytes [e:\build\arkmodkit\internal\projects\shootergame\source\shootergame\private\shootergameviewportclient.cpp:463]
UE4Editor-ShooterGame.dll!UShooterGameViewportClient::ValidateInput() (0x00007fff645d53e0) + 33 bytes [e:\build\arkmodkit\internal\projects\shootergame\source\shootergame\private\shootergameviewportclient.cpp:366]
UE4Editor-ShooterGame.dll!UShooterGameViewportClient::Tick() (0x00007fff645d4c7b) + 0 bytes [e:\build\arkmodkit\internal\projects\shootergame\source\shootergame\private\shootergameviewportclient.cpp:554]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007fff82ad551a) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007fff82f62f56) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff7d4e9b21d) + 0 bytes [UnknownFile:0]
...

(Top node works, but other 2 will cause the error above)

frank bolt
#

I've only started learning Unreal in the past week and I wonder, is it possible to make a full game using only Blueprint, if you keep the game somewhat simplistic?

weary dock
#

i heard pubg for example is made in blueprints

#

@frank bolt

frank bolt
#

Well damn! That's good to hear, if true! I just don't have the mind for coding.
Thanks, @weary dock!

weary dock
#

No problem, ive only started learning blueprints properly a few days ago, so if you find something interesting out be sure to tell me ๐Ÿ™‚

weary dock
trim matrix
#

@weary dock well it tells you your array has a length of 0, meaning it has no elements at all, so index 0 does not exist

#

@weary dock to avoid confusion, the minimum length of an array is 1, then the index of the only element is 0

#

i was stuck for 4 days, started over and had the core of what i want to do in an hour, i'm such a moron ๐Ÿ˜„

ancient bobcat
#

Hey, anybody knows for what is this variable? I was searching in engine sources and found some conjunction with datasmith.

#

UE 4.25 p6

trim matrix
#

can i get a spline if i know its exact location without getting them all and then checking their locations?

weary dock
#

@trim matrix Can you help me in a bit more depth? I dont know much about blueprints yet so im struggling to figure out how to actually solve it. ๐Ÿ˜ฆ

fallow fox
#

Does anyone succeeded to package Android game with DLC? I've succeeded to download the DLC from the server but now I don't know how to check if the DLC is installed on the device when I'm entering the game again. I've done this but it still shows the download loader.

trim matrix
#

@weary dock if there are no hits the array is empty, try adding a check to see if its empty, you can get its length and then do length > 0 , add a branch after that, then you can do nothing if the length is 0

#

@weary dock so drag off of the array, type length in the search box, then drag off of that, type >, then drag off of that, type branch

weary dock
#

oh my god thank you so much โค๏ธ @trim matrix

trim matrix
#

@weary dock no prob

late tendon
#

Close and reopen the editor just I case it's a fluke?
@frozen spear Tried everything, still having that issue

#

Why i cannot view my model in perspective mode in viewport?
@late tendon Still having this problem...

trim matrix
#

i rememeber you had some errors did you resolve those?

#

@late tendon you had some errors in your screenshot iirc, did you resolve those?

late tendon
#

Yes the errors are solved

trim matrix
#

some time ago i was asking about getting variables populated that i calculate ingame available in the editor, nobody suggested to tick "call in editor", this solved all my problems, just in case it helps someone else at some point

#

@late tendon so how does it not work? does it just not display anything? what does work?

late tendon
#

So the model is not displayed in the perspective mode of viewport, but other modes such as top,left,right modes of viewport works

trim matrix
#

@late tendon did you try resetting camera? (button on top)

late tendon
#

Yes already did and restarted the project too

trim matrix
#

it must have a reason but no clue what it might be

late tendon
#

Yeah.. I'll duplicate the blueprint and see

trim matrix
#

@late tendon did you try disabling and re-enabling realtime?

#

just in case

frozen spear
#

Try adding another skeletal mesh component and set it to something else...see it's it's the viewport or the model that's messed up

trim matrix
#

either way imho this is a bug, it shouldnt show it from one angle but not the other

#

kindof wild tbh lol

late tendon
#

Yeah ikr

frozen spear
#

Yeah I've never seen anything like that

#

Only if the pieces are hidden... But I told him to check that yesterday and that wasn't it

pure heron
#

What would be the easiest way to implement something like a database of items, kinda like this? With data tables?

frozen spear
#

Yep datatables

trim matrix
#

or just an array of structs

frozen spear
#

you make a struct of structs it will work the same way but then you'll lose access to the wonderful data table functions that makes getting information out of those a lot easier

late tendon
#

Try adding another skeletal mesh component and set it to something else...see it's it's the viewport or the model that's messed up
@frozen spear Well, no change

trim matrix
#

array of structs though :p

meager spade
#

I have found data tables to be extremely useful for spreadsheets, just be sure to not have the csv file open while trying to import since it will always fail

frozen spear
#

Still every invisible?

pure heron
#

Datatables can store mesh info as well? I'd like each item to have its own

meager spade
#

Yes you can store mesh's as well

pure heron
#

Cool

#

I'll roll with that then

trim matrix
#

if you go the array of structs route you can edit the values in teh editor, if its a ton of values datatable is probably the way to go

frozen spear
#

One of the things I love about unreal engine there is many ways to do the same things and you just choose the way that's best for your project

meager spade
#

Well written spreadsheets make the data easier to edit for non techy people as well though

#

Depends on your needs I guess

pure heron
#

Think something like passive upgrades in Binding of Isaac

#

Now that I think about it, some more custom upgrades might require some more work...

#

Huh, I'll have to think it through

meager spade
#

I have a system where I have multiple spreadsheets with the same row names that's used to define resources

#

One with vital info and others for more specific, and then those are used in combination with a component system

trim matrix
#

if you can, use the index though

pure heron
#

Things like "add 10 damage and make the projectile 5 slower" will be easy, but stuff like "bounce 5 times and shoot laser beams towards nearby enemies on each bounce" can't be handled via datatables or structs, I think

trim matrix
#

sure can, jsut need to split the logic and the data

meager spade
#

If you need stuff like that I would have had 1 spreadsheet with information that all upgrades have and then an array of enums/class refs that define further information. And then that further information can be it's own spreadsheet for further upgrades that also share the same functionality

#

I'm pretty bad at explaining ^^

late tendon
#

Still every invisible?
@frozen spear yeah XD

trim matrix
#

@late tendon you also tried reimporting right?

frozen spear
#

Go back and remigrate him from the other project

pure heron
#

So something like BP_BaseEffect that inherits from UClass and has Apply() function, and then BP_BounceLasers that inherits from that. That BP_BounceLasers can be referenced in the datatable or the struct

frozen spear
#

Something went horribly wrong here

late tendon
#

Yes i did, also duplicated the the blueprint and remade it

pure heron
#

And now, when item is picked up, check if it's there and if so, call Apply()

meager spade
#

You could do it multiple ways, I personally would have gone with components over inheritance but it all depends what you prefer or think is better

pure heron
#

Never fiddled with the components approach, how would I go about it?

late tendon
meager spade
#

I would have kept the components as reusable as possible, for example one component for bouncing in case you want one upgrade with bouncing + laser and one with bouncing + rockets

#

And to make the upgrade get those upgrades I would have defined an array of class references in the spreadsheet where those can be added. And just because I want things to be easily editible I would have created a spreadsheet for the bouncing just in case I want to have different upgrades bounce more/less faster/slower etc

pure heron
#

So I would have something like

modifiers = [
  bounce,
  lasers_on_bounce
]

foreach (m in modifiers) {
  m.Apply();  
}

?

meager spade
#

I could send you screenshots in DM to not fill up this chat

pure heron
#

Sure thing, I'd appreciate that

dapper cradle
#

Here is my current Line trace, Would it be possible to update this so that what ever it hits gets a highlight ?
If so, please advise ๐Ÿ™‚

maiden wadi
#

@dapper cradle Easiest way is usually just to swap materials or have a material that has a const that you can set. There's also shader things you can do as well but I haven't done anything like that just yet, like outlining certain objects.

dapper cradle
#

Thanks @maiden wadi ill put that further back on the to do list then XD

#

Today is going to be about experimenting with animations and collision boxes ๐Ÿ˜„

maiden wadi
#

I really need to get into animation stuff. Just making healthbars right now.

dapper cradle
#

You seem to have such a good grasp on this system I couldn't imagine you having many issues. You working on a game ?

trim matrix
#

@maiden wadi i finally solved all of my misery btw, i started over and within an hour i had almost everything i want

maiden wadi
#

Just a hobby project at the moment. May turn into something in a year, who knows. Trying something a little like The Force Unleased/Jedi Fallen Order, but without the star wars and in a more fantasy setting. Magicky and Dragony.

meager spade
#

@maiden wadi Can you help me with my misery as well?

maiden wadi
#

@trim matrix Nice! Drawing board is a good place to go back to often.

#

@meager spade What are you having trouble with?

meager spade
#

It's not blueprints though, It's DECLARE_EVENT. The documentation says they are bound like dynamic multicast events but for those I just use AddDynamic(this, &MyActor::MyFunction) and that doesn't work for my non multicast event

maiden wadi
#

@meager spade I don't see AddDynamic in the binding list from the documentation. Just Add(), AddStatic(), AddRaw(), AddSP(), and AddUObject().

meager spade
#

It's not in the documentation but I know it works ๐Ÿ˜›

#

I always bind my functions to events like that, and it works as intended

dapper cradle
meager spade
#

Isn't there a walk speed variable you could grab instead?

#

If it has a movement component

dapper cradle
#

Its is just an animation (non player character)

#

I managed to make this mannequin get destroyed when it travels into the trigger box, now I am trying to make it slow down instead.

maiden wadi
#

This is in the level blueprint?

dapper cradle
#

yes

maiden wadi
#

I have no idea how that works with the level, but I think you're trying to set the level's custom time dilation.

#

I wonder if that works. Have to check now.

dapper cradle
#

XD

maiden wadi
#

Nope, does not work. Drag off of your BackWalkover and set the time dilation from that.

dapper cradle
#

I was hoping that because I am referencing the mannequin it would work, after all the detroy set I used did work as intended and it looked identical

dapper cradle
#

Ok so that worked @maiden wadi !
The reason I am doing this Is because I am trying to figure out a simple work around for the QTE Ive told you about recently. Tried a couple of QTE tutorials, wasted hours of time with no usable results.

I was thinking that I can somehow parent two small mesh (one for the left hand and one for the right) to the mannequin and make it invisible.
As the mannequin overlaps into the box it will slow down and the mesh i parented will become visible (it will be bright or glowing).
The player will overlap their hands into the correct boxes, hopefully causing the boxes to go invisible again (Bonus would be with an accompanying visual and sound effect).
As a result the animation would return to original speed.

As the skills become more complex there would be many situations where you have to do something at the beginning ASWELL AS something at the end.
I.e, In real life the landing needs to be supported as well as the take off.

Just to be totally clear, Im by no means expecting you to have all the answers, Its just that

#

I dont actually have anyone else I can talk to that would understand what im talking about.

#

and you have been priceless in your help/advice.

maiden wadi
#

So you're trying to have the player move like the mannequin's animation. Are you having them inside of the mannequin, or are you creating two copies so they can do their own movement while watching the mannequin?

visual granite
#

Hey, how can I make a projectile stick to movable object?

maiden wadi
#

@visual granite As if to throw a Halo Sticky, or shoot an arrow at something?

visual granite
#

@maiden wadi Im looking more in halo terms but I guess I found my naswer just attach to on beginoverlap

deft zealot
#

Is there a way to just mute all sounds while the main menu HUD is active?

weary dock
#

sorry for asking this much, but how can i achieve so my tracing applies damage to all skeletal meshes that it overlaps instead of the first one only?

maiden wadi
#

@weary dock Use a Multitrace, and trim the resulting array as you need and then for each loop.

weary dock
#

i am using a multitrace, i dont know how to trim or use each loop tho, im very new

maiden wadi
#

@weary dock Try to just do it off of a single loop for starts. Just a sec and I'll post something to help.

meager spade
#

I'm just guessing but pull the OutHits to a foreach loop and pull the element instead of get 0

#

And then the completed would go to return, don't do the return in the loop or you'll terminate the function after the first iteration

maiden wadi
#

That would work best probably. If you really need to check if it's a specific actor type, you can put a branch before the apply damage.

meager spade
#

I personally hate tracing because I am pretty bad at vector math so I use it as sparingly as possible ^^

weary dock
#

Thanks alot, it works ALMOST perfectly

#

The only problem is that my tracing could be a bit denser, sometimes it misses the target

maiden wadi
#

I loooove vector math. Made a nice little recall ability a few days ago.

weary dock
#

I would love to learn vector math from you if youre up to it ๐Ÿ™‚

maiden wadi
#

Character saves 20 vector points and rotators over five seconds and on use, plays them backwards in a second.

weary dock
#

my point is that when i hit you see those large gaps in the swing, and i cant figure out how to get rid of them

meager spade
#

My strategy when doing vector math is an insane amount of trial and error ๐Ÿ˜›

woeful dawn
#

hey, does anyone know any tutoirals or threads on how to make a radial menu but, the input works with a controller. If anyone can help that would be amazing ๐Ÿ™‚

cold sinew
#

Hey Guys
For Somehow this Boolean not working idk why worked first time after that not

maiden wadi
#

Where are you using the bool after that?

cold sinew
#

before playing animation you can see the branch

#

its for notification message showing on right side i want to check if the message already showed so i can slide it up make room for new message

maiden wadi
#

Is the default false?

cold sinew
#

yes

#

i even tried to store the constructed widget into an array and use the branch for loop and just moving the constructed one

#

it didn't worked because of boolean

maiden wadi
#

But this is on construct. So when you create the widget object, it'll ask if it's true, it'll return false, and play the animation then set it to true every time.

cold sinew
#

So default true and if the object already constructed we will do it from false

#

Same

maiden wadi
#

I'm not sure? I don't exactly know what you're trying to do. There's no point in setting the bool anywhere unless you're using it somewhere else for the same instance of the object.

cold sinew
#

I want to check if the object already constructed so i will move it up

#

you know the push notification when you get more than 1 message its will start to slide up

maiden wadi
#

Setting that will only affect it on the instance of the class. So if you have three of them, and you reference the third one constructed, and change it's bool, it'll be different than the first and second one. But if you delete all three and construct new ones, they'll just have whatever the default value is.

cold sinew
#

oh

#

so i will try another way

dreamy ice
#

Would using box collisions to mark where I want my building system to snap more structures be a good method? Along with that I could hit it with the players line trace to start snapping.

maiden wadi
#

Don't see why not. If it works without issue, go for it.

dreamy ice
#

The key word being IF it works without issue lol.

undone imp
#

Well, sometimes you have to make something to see if it works.

weary dock
#

does any of you think it would be possible to use received notify begin instead of tick and increase the timer manually somehow to make the tracing denser?

undone imp
#

@weary dock can you sum up what you are trying to achieve? Some kind of hit detection for a weapon swing?

weary dock
#

yes exactly

#

i am trying to achieve a proper hit detection with multisphere tracing for my weapon swing but with the received notify tick it doesnt do it often enough and that causes it to have gaps and sometimes miss the enemy even though its clearly hitting it

undone imp
#
  1. if you have a weapon, you can use mesh collision, that will be synced to animation.
  2. you can make a custom mesh with the exact size and shape of your swing and test collision on that.
  3. You can make few traces at the same time. Simple loop.
  4. You can adjust the size of the trace to overlap better.
  5. It doesn't have to be perfect, players wont notice ๐Ÿ™‚
weary dock
#

I get all of it but what do you mean by number 3?

#

also im not going for perfection, its just missing alot from a certain angle so im trying to make it not ruin the fun

undone imp
#

Well, I assume you are doing 1 trace per frame. You can do 2. or 3, or 10. Just offset them by few degrees.

#

use a for loop

weary dock
#

with notify tick or notify begin?

undone imp
#

whenever you want.

#

Doing too much per tick is not a good idea for performance reasons.

#

you can do only one check in the middle of the attack.

#

Or one at the start and one at the end

trim matrix
#

I'm curious about something. I'm trying to work on a shift teleportation mechanic, and it uses a timeline with a lerp to shift to the desired location. However, I'm trying to figure how I can see how much time is left on a timeline and set that to the retriggerable delay if the player is currently teleporting

#

Here's what I have so far

undone imp
#

@trim matrix you can add a new float curve to the timeline that goes from 0 to 1

#

thats your time ๐Ÿ™‚

trim matrix
#

Are you talking about another lerp?

undone imp
#

no.

#

Just open the timeline and add another curve

trim matrix
#

Okay.

undone imp
#

set it so that it has the value of 0 at the start and value of whatever the duration of the timeline is at the end.

trim matrix
#

Then I should hook up the result of that to the retriggerable delay?

undone imp
#

timeline will output it. and you can save it.

trim matrix
#

The thing is that how is that different than what I have my timeline set as?

It's set to 0.5 seconds and goes from 0 to 1

undone imp
#

In general, if you are using timelines, delays etc. all at once, I suggest skipping that and doing it manually per tick.

trim matrix
#

Thanks for telling me.

I managed to figure something out which will let me do what I want.

dreamy ice
#

Is there a way to make a line trace go through certain box collisions ?

#

But hit others

undone imp
#

@dreamy ice You can add a new trace channel and set it up to interact only with what you need

#

In project settings.

deft zealot
#

Where should I generally put my global variables?

#

in first person blueprint?

vast lion
#

Do multi line traces not work for the visibility channel?

#

I'm only getting one actor back when the line should be going through two

undone imp
#

@deft zealot In BP there is no such thing as global variables rly. Player Controller and Game Mode are good places to use for this purpose.

deft zealot
#

@undone imp I am still doing what i was asking about yesterday, so I was thinking of just having this global integer variable somewhere (where I can easily access it from other blueprints), and then for the items appearing (your code from yesterday) blueprints, ill just increment that variable by 1 if wasSeen is true

#

Does that make sense and sounds "workable"? ๐Ÿ˜…

undone imp
#

@deft zealot I already suggested using player controller for that.

#

It exactly what it can be used for.

deft zealot
#

@undone imp But what is that exactly? A blueprint that specifies the character movement? Isn't that just the first person blueprint since it has all that logic in there?

undone imp
#

usually player consists of two things: Player character or player pawn, that is, well, the character, a car, a plane, a tank or just a camera. Whatever the player is in the game,
and Player Controller, which is.. an interface between the human player and the game. It handles input and anything major related to the state of the player in the game.

#

For example:
If you have a game where player has health and can die, you store that health in the character, but if there is any kind of score you would store that in controller. When character dies you can destroy that actor and spawn a new one, resetting the value of health, while controller will persist for the whole game, maintaining the score.

#

Obviously its more complicated than that ๐Ÿ™‚

maiden wadi
#

A lot of classes make a lot more sense when you put them in multiplayer terms. For single player, half of them are useless, and the 'should' do is kinda up to very personal preference.

undone imp
#

yeah.

#

Thats why I didn't say anything about states and game mode ๐Ÿ™‚

maiden wadi
#

Game mode's useful for world stuff I find. States are pretty much useless in single player, since they're meant to get and display information to other players.

undone imp
#

Most useful thing to note is that Game Instance is the only thing that persists between changing levels.

#

Game mode, controller, etc. get reset but game instance stays.

deft zealot
#

So i linked my variable to the HUD i am displaying on the screen. I modified that code for the actors that makes them become visible, to also increment that "items found" variable by 1, but the number doesnt increment for some reason

#

That's the part of the code where if the item was NOT seen

#

I probably didn't do it right ๐Ÿ˜… @undone imp

undone imp
#

You need to get the variable from the controller and then increment it.

#

the increment node (the one on the bottom) has arrows - it means it has to be connected to be executed (white lines).

#

so after casting (good so far), drag from "AsFirstPersonCharacter" and "Get ItemFound", and Increment that.

vale yoke
#

Does Add Torque in Degrees go by world or local vectors? I'm trying to make a physics based hover vehicle and whenever it's pointing even slightly upwards, attempting to steer causes it to go nose up until it start spinning like a drill.

deft zealot
#

@undone imp I still need the set items found right?

#

Nevermind, got it

#

Thank you very much

#

Oh yeah, is there a way to mute the sound in the menu hud? Like while the menu is active

#

My menu snapshot is like by a motorbike unfortunately so the engine sound is there during the menu

prime merlin
#

Hello!
Any1 that can help me? im trying to make a Character creator where i can switch between some hair styles and i got that to work but how do i play with the ''new'' character? ๐Ÿ™‚

undone imp
#

@prime merlin that depends on how you made the creator? Do you transition to the new map after that?

#

or, what seems to be the problem?

#

If you have an existing pawn you can simply call "possess" to take control of it

maiden wadi
#

Character customization is a rather complex place to start working from.

undone imp
#

Well, that depends on the scope. Dynamic morphing of character face vs swapping a tshirt material ๐Ÿ™‚

prime merlin
#

@undone imp when i try it, i have 1 game level where i make my character with different hair and when im done i press a button to open my ''main'' level but the char dont come with me to that level :/

undone imp
#

hehe, I was literally talking about that minutes ago :

prime merlin
#

i just want to swap hair (and face colour if the hair is not hard xD )

undone imp
#

Most useful thing to note is that Game Instance is the only thing that persists between changing levels.
Game mode, controller, etc. get reset but game instance stays.

#

when you open a new level, everything gets despawned and spawned again. so all variables are reseet.

#

you need to store the character info in a game instance or in a save file

#

to move it between levels

prime merlin
#

i tried to google and youtube the problem but there is nothing about swapping hair or anything like that, every1 is talking about morphing but i dont want that

undone imp
#

it doesnt actually matter what you want to do, and how your customizer works. You make a character in one level and move it to the other. T

#

lets say you have a character thats made up form few mesh - slots. Hair mesh, head mesh, body mesh, right?
In the customized you pick which mesh you want to use for the hair. etc.

You need to store those choices in game instance, and when you load the main game level, load them and updated the meshes to match

prime merlin
#

but how? im a noob to this xD

undone imp
#

make a new bp class that inherits from game instance, go to project settings (maps and modes) and change the instance to your new class.
To that class add variables for different meshes. Once player confirms the character creation save those choices in those variables.
When the new level is loaded, take those vars and update the character.

#

If you have a problem pls be more specific ๐Ÿ˜‰

astral fiber
#

Inside an Actor I have aa ChildActor, which is another BP Actor.
Now I want to change the variables inside this Child Actor.
So I cast the ChildActor to the Actor.
But I get the error message, that the Child Actor does not inherit from the Child Actor Component?