#blueprint
402296 messages · Page 443 of 403
I've never done a 2D project so sorry for this incomplete answer. Theoretically you should be able to make a script that moves a background object around based on the position of a camera. Or if it's a tiled texture background, it can probably be done entirely within a pixel shader using camera pos. vector data and a panner node (which would make it more of a #graphics question if you go that route).
you can also disable blur
@zealous moth Where could I do so? And @tight schooner thanks for your reply either way.
blur is in the post process and i think also in the general settings
getting a memory lapse; am i missing something? it never goes past 1
Hey all, I'm just curious how much you typically leverage level Blueprints for things like character management, actor tracking etc. Basically I want to spawn and store a bunch of actors to spawn, possess, reference, etc. Not sure to put it in the level blueprint, gamemode, or create a new actor "manager" class
I'm a bit new to Unreal, so really just curious about best practices, caveats, etc
actor manager class is how I would go with it
Level BP can house script that's very specific to that level in particular but I wouldn't put anything there, like a management system, that you intend to use elsewhere in the game.
So create a class like AActorManager : public AActor ?
makes sense
and what about something like a game mode? It sounds like if I use an actor manager class, the gamemode would just spawn that actor potentially?
Would a game mode be good for spawning actors as well? Or once again, do that through an actor manager?
@smoky ice doesn't have to be an actor. That would add the Actor logic to it. Could just be a UObject
ok i need help with casting i ran into this problem i have this projectile that moves towards the player and grabs and im trying to get variables for animations but not i do seems to work.
its a actor
and i jsut want the information to flow
from animation blueprint owning pawn is TryGetPawn
then your grab_character does not derive from pawn
no its a actor
let me guess, it doesn't have a skeletal mesh either?
it does
maybe there is another accessor for actors
if not GetOwner from GetOuter
should get you your actor reference
(GetOuter will need to be cast into ActorComponent)
or just GetOuter from GetOuter
the nodes arnt coming up
GetOwnintActor
can you stop a projectile from despawning
if I delete code after event tick - 0 errors
@rigid thistle ta méthode ne marche quand j'augmente la valeur du slider mais quand je la baisse ça a l'air de ne pas marcher
I'm looking to get the input from a camera display in media player. can someone help me with that. Thanks in advance
@trim matrix nothing, it does what the code says..its just linetracing from its forward vector to a point in front of it.
Aim at a target
MY FB PAGE https://www.facebook.com/groups/UnrealMastersAcademy/
Hello Guys in this Video we are setup AI TO SHOOT Projectile and give Damage to Player. plz like share and Subscribe to my channel for more new unreal tutorials hope u like it and join my FB Page also
Maybe this tells how to make an AI aim at a target
If he has different results than you, then I would assume you skipped parts or missed something
You sure? Because your code just aims forward
Welcome to the start of a new AI series. In this series we will be creating AI for a shooter game, including behaviour such as shooting, seeking cover, flanking, and random personalities (courageous, skilled etc.).
If you want the starting project file with the animation and ...
Hello everyone! I have a quick question about "OnActorBeginOverlap" node. I want to make it this way: when the specific object (mesh blueprint) enters the trigger zone - something happens. But I don't know how to make it properly. Seems like this node was designer mostly for characters and not other objects. It always reacts to character and ignores the object I specified in blueprint section. What am I doing wrong?
How do you cast to a actor component blueprint class?
Please ping on reply ❤️
(Aka, whats the wildcard)
Figured it out
@jade arrow thats inside the vinyl player right? I think you are checking for a collision agains a vinyl player against another vinyl player
No, that's inside level blueprint
on actor begging overlap should be on an actor that has a trigger as far as I understand
So if you want to check when a vinyl enters a box
You put a trigger on the box, and add on actor beginoverlap, then you check if the overlaped actor was a vinyl
for example
So should I make the box a blueprint and write everything there?
I would say so, make it an actor blueprint
Thanks. I'll try it!
but looking at what you are doing, seem like you have a collision/trigger on the level blueprint, so it should work, maybe check you have the collisions on the vinyl set up correctly as well
If an array contains no items, would this output 0?
yes
Thanks 🙂
@silk hawk That worked quite well. Thank you!
Np, glad you figure it out
hey guys, how can I get actors in a specific area, something like BoxOverlapActors node but with box extend and rotation?
@fallen tartan Pretty sure BoxOverlapActors is what you're looking for?
The node has an extent input. That input would determine which direction the box was rotated towards as well.
I require help from you higher evolved individuals, me and my monkey brain are stuck!
This picture Is of the RO_Flic_BT_BP
how can I reference the start tumble event in the BP of the tab next to it ?(MotionControllerPawn)
I think I did it ?
@maiden wadi oh i see, i can just rotate the vector 😄 thanks
Hi guys, any idea how to make the camera not move on every left mouse click and leave the movement just to the character?
what do you mean, like update the target location if you leave your mouse button pressed and move your mouse?
@feral estuary Are you asking to be able to click three points, and then have the character move to those points in that order, or not be able to tell the character to move again until they're done moving?
Oh also, stupid question while I'm at it, how do I specify the return type of a function?
@jovial canopy How do you mean "Type" Like whether it's an integer, Float, Bool, Pawn, Character, etc?
@maiden wadi None of these, character is currently moving fine except the camera is turning to this point first BEFORE the character moving there
Yeah, I just wanna create a function that returns a float
(very new to unreal as you may see ^^')
Two ways.
In this blank function screen, you can either take your float and drag it onto the Return Node.
Or you can click on the + sign on the right next to Outputs.
It'll probably be a Bool at first, just click the dropdown and change it.
Hello all,
I have a Q about casting
If I make my own gamemode in BP, then I will have to cast to access it from other gamemodes.. but I do not need to cast to the base class.. I can just access it with a 'get gamemode' Why is that? If I would make my own gamemode in C++, would I be able to just access it directly without a cast?
@feral estuary You would need to show your camera movement handling. That's separate from your character's movement.
Can I ask another very beginner question? ^^'
Ask away.
What's the block equivalent to define a new local variable? If I don't want a variable visible to the whole blueprint, equivalent of
int i = 2;
how do I do that? @maiden wadi
I somehow can't fhind this, i'm assuming there's a block for that
It's not define, alocate, int, malloc or var... 🤔
@cobalt gyro Not sure about that. It's very probable. It's likely that the GetGameMode node just gets the game mode and returns it as the highest default. I often wrap mine in a function that gets game mode and casts to the correct one so I can call that instead of constantly having to place an extra cast node everywhere.
Wait do I HAVE to declare a new local variable?
@jovial canopy There is no equivalent. You can use local variables in functions and anonymous local variables in macros. The notion of block scope does not exist in blueprints
ok... Thanks. That'll take a while to get used to ^^'
Can you see how to turns?
But for the most part you get used to it
@maiden wadi yes me too. But It makes more sense with the casting when I hav e a triggeroverlap. Because then I have to make sure it is the correct actor.. but for Begin Play reference creations for game modes and pawns it makes less sense to me.
@jovial canopy I tend to use routing from previous outputs instead, making redirector nodes that are my equivalent of block variables
@jovial canopy Macros have a Local Integer that you can use for them like that, but functions need their locals declared.
It's a bit weird, I've spent 6 years programming almost daily, and there I am trying to make a game...
And I'm not using any of the knowledge I accumulated, basically starting over from scratch
What's a macro?
what's the difference with a funchion I should have asked
Macros can maintain state, in short
they're the equivalent of a duplicated code block?
Have a look inside FlipFlop or one of the built-ins to see how macros can be useful and do stuff that functions can't
Yes
that makes sense
They act like a literal duplicated code block
They can also accept wildcard inputs
And have multiple Exec (flow control) inputs and outputs
Select would be a good example to look at to see the wildcards in action
out of curiosity, i would like to see the load game blueprint any of you guys made for a procedurally generated world where you need each actor state plus their references towards other actors
And btw, does this call computeSpeed, or do I need to set the execution flow from set melee to the function compute speed and then to set max speed?
That does not call compute speed, you would need to call it first
Or, if it's a pure function, mark it as such
And it will then work as you have it there
It will use the last value, or the default for a float (0.0)
Hmm it doesn't exactly 'throw'
yeah I mean
But it will fail on invalid references, yes
Java background here, you know what I mean ^^'
Sure
@cinder dirge Could you look at my issue as well please?
Watching video now
ty
that's a little weird, are you not trying to have the camera fixed above the player?
Ok so you want to detach your camera from the character?
on every left click
Correct
but still be able to rotate the camera with right click
(then I can't help, F. Too new here)
which ive made blueprint for
Either make it a separate actor, or have it positioned absolutely (click the little drop down beside Location and Rotation and set it to World)
You'll need to handle the right click yourself
Ok
If I call a function in two different threads, they'll both have their own sets of local variables and won't interfere with each other, right?
That's my right click but... I am suspecting its doing it on left click as well
@jovial canopy That is correct. How you're getting access to multiple threads from Blueprints intrigues me though 😄
@feral estuary Those happen on mouse movement. Any mouse movement
Just wondering, since I'm coding non thread safe stuff by default to be efficient
"coding"
Blueprints are legitimate coding!
How do I make it just on right click with the above blueprint?
@feral estuary Set some boolean to true on right click and put a branch (If) in those functions that only does them when that boolean is true
Set it back to false on right click released
ok will try that
Hey, quick question, I would like to have it so that every collider / position on an Actor has a health tracker and when another actor collides with it i want the collision to get the get health tracker associated to the collider, would I use USceneComponents for the health tracker on the colliders, and when the collision happens GetComponentChildren or something i forgot the method name
The collision hit info struct will tell you which component was collided with
Yes, but it wont give me the script attached to the collider
Hmm how do you mean the script?
It might be easiest to use a Map (Dictionary) to store your health 'tracker' for each component. That way you don't need custom components
I'm doing C++ but I make actor in blueprints, but basically, each component on an enemy will have destructible limbs as an example so they require a component which will implement this behaviour, now if something hits it I want it to get a component associated to the collider which will be hit, without creating this entire structural mess with 1 script controlling maybe 10 limbs
Hmm how to I read mouse movement from a variable? Made one boolean
but how do I get value from the mouse right click
So I can put scene components under the collision box, and that s should be fine, but im wondering if im using SceneComponents wrong more than anything
@feral estuary I think you might be thinking about it backwards. You want to set the value on mouse right click and read it from Mouse X and Mouse Y to use in a Branch in each
Ok yeah that's correct
That is correct
They happen every tick
Do a Get inside each
That Set doesn't need to connect to anything else
@compact tinsel It's somewhat strange to use SceneComponents attached to other SceneComponents to implement behaviour like that
Guys ive encountered one of the weirdest issues ever. If anyone could help me i would be grateful
Sometimes ActorComponents reference other ActorComponents, like a ProjectileMovementComponent might reference a component to use as a movement root, but in that case the relationship between the two components is stated explicitly
But that those scripts are acting on the actor itself which makes sense
Hm no option to make get inside the mouse X and Y?
i have a 3d widget in world space but its being affected by some random shet. Although its a masked unlit material , in my level its a lot brighter than it should be
@compact tinsel Not entirely correct. A PhysicsConstraintComponent, for instance, affects two other components
@feral estuary Yes there is. Just drag the variable in there
@feral estuary Like this
(but with a better variable name)
Oh I see with a branch
Yeah
@compact tinsel I think you should either use a dictionary to look up state (health) for your components, or edit the components themselves (as in subclass them and make additions) so that they themselves hold the state
You could continue as you have outlined using child components, but it's not terribly idiomatic
Is it safe to assume set is always called here?
@jovial canopy According to this https://docs.unrealengine.com/en-US/BlueprintAPI/Animation/Montage/PlayMontage/index.html, you have indeed covered all possibilities
Umm
Not quite @feral estuary
You appear to have two variables
You're bringing out a good point here...
Why tf don't I have the doc in favs? ^^'
ty! :p
@feral estuary Maybe more like this
Needing to connect a variable to itself is... a bad sign
ok will try that thanks
so let me get this right, when a spawner fails to spawin an object... and you tell it not to spawn... it fails by spawning and then destroying the actor?
Are the results of a function cached?... I'm confused here
@jovial canopy Yes
The output is persisted until the next time you call the function
So in this case, how do I make the second call actually call the function?
Wait no that's not what I meant ><
In the exemple above, the function is only actually caled the first time
Oh in your case there... it should work exactly as you think it should
Function calls are not de-duplicated
I probably have a bug in the function then, most likely my bad
THat scared me for a bit ^^'
@jovial canopy The continuation you have there won't be synchronous, it will only happen at the end of the montage
do the same for mouse Y
Use the top pin if you want it to be synchronous
not just moseX
I will but it doesnt work even for X
@cinder dirge yeah that's my goal. The goal is to slow down the player while the attack animation is playing
so it wont make a difference
But the second time around, computespeed doesn't make my max speed go back up, I'll try to see why.
@feral estuary Can you tell us what it does do? We can't see the rest of your BP so it's hard to reason about what else might be happening
@jovial canopy Do you hit the 2nd invocation if you put a breakpoint (F9) on it?
(edit: I'm a moron, there was indeed a stupid oversight in the function)
eyah it did print
so breakpoints are F9.
Thanks, i'm not putting prints everywhere anymroe ^^'
duplicate?
@feral estuary You have two copies of your Right Mouse Button code
Anyone know the base movement speed of player characters in the template on top of their heads?
300
It's more than 375, so no :p
Maybe it's different in the topdown template, now that I think aobut it
Pretty sure they are I am using the 3rd person
600 seems to be spot on, ty
Sooooo about the annoying camera movement, could I add another camera that is free view and attach that to the rotation
rather than using the character camera
but how do I detach the character camera from the rotation then? hmm
I mean, I doubt anyone will be able to here. The odds of someone using this specific things from the marketplace seems low
@feral estuary Set your camera to be absolutely positioned
With my 3 days of experience, no. But if you explain the bug bit by bit, what's expected, what you get, and the blocks that are supposed to make it work, you'll probably get an answer
@feral estuary
the thing is i dont know why it's doing what it does.
@unique flicker Well... it sounds like you need to track down the code that's doing the removal so that you do know. It would be taking stabs in the dark to make suggestions without understanding why it does what it does
You can normally follow the code flow from user input events - mouse clicks or button presses
@cinder dirge https://youtu.be/UVEaoKgjMyY
@feral estuary Yay! Is that what you wanted?
left click
Sounds like something else is interfering with it
You're using the ThirdPersonBlueprint starter, right? Did you take out its mouse movement handling
Well then that's probably your problem
It has code for turning the camera I imagine
You will need to take it out
where are those located?
Erm... in the blueprint
Shouldn't be hard to find
Probably does something like "Add Control Yaw"
Screenshot the whole thing if you can
And we'll tell you
Nono
The BP event graph
The whole thing
The code
Zoom out and grab the whole lot
Oh... there isnt anything in there apart from what I gave you but will screenshot that too
sec
https://gyazo.com/501b2f32c1a44fa0019125c2c9b6a8e3 how can i make animation like that? i would like to follow the mouse moviment while walking
@feral estuary Wait. Are you just trying to make the camera follow the character, but not rotate when the character rotates?
Not even follow the character at all
damn you havven't found help since yesterday? :/
Just to be static
nup
Then you need a separate pawn to hold your camera.
@cunning creek the only thing I can tell you is that this anime girl is cute. I have no idea how dto do this yet, sorry... ><
@feral estuary Is this a subclass of another pawn?
@cunning creek the only thing I can tell you is that this anime girl is cute. I have no idea how dto do this yet, sorry... ><
@jovial canopy hahahhahaha yeees its a game called s4 league
@maiden wadi What r collision channels
@cunning creek Try ticking this on your CharacterMovementComponent
@cinder dirge No this is the only character
i have the animation good
@feral estuary What is its parent class?
it follows the fouse
mouse
Look
but i have that little lag moviment that causes the animation
if i turn fast the mouse, the character have have a delay while turn to the direction
Is that not good? Do you want to see that booty so bad? ^^'
@cinder dirge I am not sure it says (inheritated) but where does it take the inheritance from?
it indeed isn't the same. Isn't there a rotation speed setting under the rotation settings?
@feral estuary The parent class. You can tell what it is by mousing over your BP in the Content Browser
it's the rotation speed; should be in the movement component
I mean otherwise, you can just set the rotation of the capsule each frame...
I think
I've had characters turn like the reference video. Just make the rotation speed super high
but where is that rootation speed option? xD
On the CharacterMovementComponent
but filtering with "rotation" nothing appears
Look down the list and get to know the component's options
THis, probably
yep, that's the one
(tested and it works
gawd that looks awful in a topdown game
thanks 😄
sweet
being new im so lost in unreal hahaha
Just... read everything lol
so which value can be good?
You will get further by getting to know things than just jumping at what you think might be right
Read the text in my picture
because i want to use this option as "mouse sensibility" option
literally trial and error
That should be done in your input handling code
^
i got a bunch of anim packs and when i tried to blend them it was awful;' had to trial and error each setting to smooth it out
Or your axis settings
-1 is the correct value to put in z here
lol in -1 is bit rare hahaha
Based on what I know of your BP, it should work as you wanted
@cinder dirge Defaults to True
@unique flicker it's fine, the loop starts from 0 and finishes at the last index; if you want to do something AFTERwards, then add something
@cinder dirge But I am not trying to move my character with right click, ONLy with left click
right click is only for the rotation
@feral estuary Yes. But didn't you just say it was rotating when it shouldn't be?
There's no way that the right mouse state should default to down
Unless like the player always has it held down when they start the game
I dont understand hows is the right click connected to the left click in this, when the issue is coming solely from the left click
right click is working fine from the blueprint for the rotation that we set up
Ok
You said this:
AuditekToday at 3:28 PM
Still turning the camera 😦
when you click
I wanted it to be static
Is that not true anymore?
That is true but ONLY on left click
Are you sure the rotation doesn't come with the pawn's movement?
That appears to be all your left click would be able to change
If so, I suggest changing the rotation to World as well
hm it could inherit it from the parent but I am not sure how to open the parent blueprint
to check that
Set your rotation to World like you did for location
Will prevent inheriting the parent component's rotation
Ok we are getting somewhere @cinder dirge ! That fixed the left click rotation, but it broke the right click rotation
I have a problem: I use he poseses functino to change my player pawn but an dthen unposses it and poses a new pawn. The pawn's do change and I move the corrent pawn but the camera is detached from either pawn and can't be moved any ideas?
@feral estuary Ah! You have a spring arm don't you. Have you had a look at all its settings? Some of them can be very useful to you, and mean you won't need the camera's rotation set to World
ill have a look now
@wet swift Do both pawns have a CameraComponent?
yes
the pawn I unposes and then reposes is th default third person charector
the other pawn is just a camera
@cinder dirge
@cinder dirge Found it! The spring arm location had to be set to World
Thank you very much for your help!
@feral estuary Wahoo!
You're very welcome 🙂
@wet swift Intriuging. Are both camera components set to Auto Activate?
Curious. I'd expect it to work then
Does your view end up at the origin of the world?
how can i make double tab to sprint instead press Shift or other key
Guys if i put a box collision inside a particle bp , why does OnComponentBeginOverlap doesnt work?
@cunning creek U mean press a key twice or press a button?
a key twice
Hello all.
I would like to do a movement mechanic like unreal tournament used to have.
In UT you used to double tap W or S to get a forward dodge, double tap on A or D to get a side Dodge.
Does anyone know how to do this?
what am i doing wrong... i if I press Q and hold it, the gate should open; however it never makes it past 1 and subsequent clicks fail unless i double click
@hoary marsh hello, I have the same question as @cunning creek actually.
I would like to do a movement mechanic like unreal tournament used to have.
In UT you used to double tap W or S to get a forward dodge, double tap on A or D to get a side Dodge.
Does anyone know how to do this?
@unique flicker Is your camera on a Spring Arm. If so, is Do Collision Test ticked?
@hoary marsh What do you mean a "Particle BP"?
yes
there is @cunning creek @viral garden
So here if u dont press before 0.3 secs #presses becomes 0 again
So before the delay event ends u have to press again for #Presses to be 2
@cunning creek @viral garden Something like this
@hoary marsh Delay nodes are the devil
@cinder dirge Nvm i actually just created a Particle_Effect into BP , so looks like collision doesnt work when its a component of a particle_effect . But now i created an empty actor and added particle_effect as component as i have already created some actors and made the collision to work . But now after i added the particle component the fire doesnt come on viewport still it shows the spherical empty actor ,how to bring the fire into viewport
@unique flicker Almost certainly. Why is the character bigger than its capsule?
@hoary marsh Unsure. You might want to try adding a fresh copy of the actor to your scene. Sometimes particle systems have trouble initialising after changes in the editor
@unique flicker Can you resize the capsule so that it covers the character mesh?
Change its Half Height and Radius rather than the scale
Hey just asking , is it good to read all the blueprint documentation by ue
Like there is so much
I just read basic scripting
Documentation
@hoary marsh Have you had a look here https://learn.unrealengine.com/? There's some more structured resources that are better for learning than the documentation pages
@unique flicker Move the mesh down instead
I'd make the capsule bigger
Depends what scale you want to use in the world
If the mesh is the 'correct' size, then change the capsule to fit it
How will he do that? The bottom of the capsule sets where the ground is
Hmm I wouldn't worry about the odd sticky-outy bit
Looks pretty good now
Anims will make the arms swing around anyway, presumably
Huh?
Which character?
That is correct, yes
What is it you're trying to do?
What do you define as 'near'?
That's not normally how collisions on characters work
Is the troll many times larger than the player character?
I see
Adjust the capsule then so that it only encapsulates the 'body' of the troll
Don't worry about the arms
You might need another, larger, capsule to stop the camera getting too close
Or you could alter your collision settings so that the camera collides with the troll's mesh. That's more expensive in terms of performance but can be done
That is the 'Complex' collision
And character movement doesn't usually collide with them, since it's expensive
Your last couple of statements seem contradictory. Should the character collide with the arm or not? Same question for the camera
So then it's working as intended? I don't think I follow
Ok
Change the collision settings on the troll's mesh so that it blocks Pawn
And set the collision settings on the troll's capsule so that it ignores Pawn
@cinder dirge @hoary marsh Thankyou. That works great.
@unique flicker Because it's much more expensive to calculate, and it's not normally needed. Normally pawns just collide with each other using their capsules
@hoary marsh Wrong?
Here is what I use on a widget to spawn in an actor and destroy it.
(the BP contained in each white box spawns and despawns their own actors, I have 3 so far, the third comes from another section of the menu)
I would like to make a retry button which can be next to the player for ease of access.
this "Retry" button will essentially function the same as the menu button in destroying/spawning the actors.
with ONE key difference, I would like it to be universal.
so it will destroy and then respawn which ever actor is currently out.
Did I make this explanation easy enough to understand ?
Is it possible to do this ?
@unique flicker Normally characters move around as capsules in the world. Their meshes are only visual and don't really need to collide with anything
@cinder dirge Thanks, your answer to someone else's question earlier inspired me to make a simple double tap macro.
@maiden wadi Wahoo! Nice 😄
I wondered about adding a path for "Single Tap" so that all input can pass through it and use it like a branch
It would come off that bottom part
@unique flicker Doesn't matter what you use it for. It just needs executed twice within 0.3 seconds, or whatever you set the seconddifference to.
Could I possibly Use a triiger box or a volume of some sort to work with a RETRY button widget to achieve my Above question ?
could this hypathetical box Look what is inside it, Destroy it and respawn it after a small delay ?
Hi,
How can I randomly retrieve a list of objects in the content browser?
I have the variable "Object" that I can pass in the list, but being different objects, I can't retrieve their associated variables by a cast :/
The number of objects can increase at any time in the folder provided for the recovery, it is in general a room (only one) that I would like to make appear randomly.
thank you
@unique flicker It is. I believe that type is only used in macros.
Can I make it so a screen space actor widget never goes off screen? So like, when I look away, it will stick to somewhere on my screen, when I look in its direction, it will go back to its "proper"/supposed world location
(Please ping on reply ❤️ )
@unique flicker Yep
How do you mean?
It needs an upper threshold too, so that a tap and then another tap a minute later doesn't count as a double-tap
Well, to be fair the nearly equal isn't necessary since GetRealTimeSeconds won't ever go backwards, but it comes with the easy use of Error Tolerance.
Indeed
I quite liked your use of that as opposed to my version with a subtract and a <
@sick solar Is that variable populated?
Yes, the screenshot was taken from a breakpoint session, so I could view the assigned value to that variable. In the screenshot, it shows that the variable is of the correct class and populated.
Furthermore, when printing the pathname of "Combat Style" - the following is shown in the viewport
@sick solar Try "get class" from that combat style variable just to make sure its of the proper class
That current value on the breakpoint looks odd.
Ah, I think we've might of found the cause. It's a blueprint class
As in
Fixed when changing the "Combat Style" variable type 🙂 Thanks for the help @wet briar and @maiden wadi
No problem 🙂
@cinder dirge Yeah man its not working
I need to fetch a variable from ControlZone actor from a binding blueprint script inside of a widget, but I cant quite think of a way of referencing the ControlZone from the widget
Any thoughts? :l please ping on reply
Whats wrong here
@hoary marsh Could someone plz help me here
@hoary marsh You'll need to be lots more specific
What's happening/not happening? What should be happening?
@maiden wadi Can you think of a way of doing my referencing lol?
@spark robin U followed virtus for that swat shooter game?
Yes I did 🙂
How many control zones are there and what are you using them for? Where is the widget being spawned?
The widget is being "spawned" like this from the ControlZone
There will be like 5 control zones in total
It do spawn inside of a box collision inside of ControlZone, if thats to any help
Ah, so you have a WidgetComponent on an actor, and you need to connect the actor to the Widget that the WidgetComponent is holding?
Yeah well I need to fetch a variable inside of the ControlZone
To run the bar on my video a little bit above
Dis bar
@cinder dirge So its an actor with fire particle and a sphere trigger . Now when my character moves into it it will get damaged radially . So my function is such that it gets the character actor location and trigger actor location and finds the vector difference , converts it to float by vectorlength and divides it by trigger_radius which is 1.5 rn . Idk how to put the existing sphere scale into variable,so i just typed onto default value of trigger_radius. After it divides i get the damage_length_percent which is a variable of tpp .So i cast to tpp to set the variable Now in tpp BP i change the health and armor stuff ,which im pretty sure are crctly coded and binded into health and armor widget
@maiden wadi you are gonna explain that a little further right?
You do that on beginplay in the control point. And use that UserWidgetObject by casting it to the correct class, and setting a variable inside of the widget to the control point actor. Then you can reference the actor all you want in the Widget.
@cinder dirge But the problem is when my character runs into the trigger , OnComponentBeginOverlap isnt working
@hoary marsh Are both the character capsule and trigger zone set to generate overlap events? And each to overlap the collision type of the other?
Aww yeah! Thanks @maiden wadi !
I think I will figure everything out from there
(That sounds a little bit more ironic than I intended it to seem, its not supposed to tho lol)
@spark robin Here. I made a controlpoint actor with a widgetcomponent that holds a widget of class testwidget.
Testwidget has a variable of type ControlPoint.
In ControlPoint on begin play
anyone know whats going on with this ?
After that, you can use that Controlpoint variable to get anything you need out of the control point actor the widget is assigned to.
hey, ughh, quick question
any idea why the mp3 file i imported stands as a different sorta icon?
nor, can i reference it in sound objects
Hi, It's me and my beginner questions again ><
Does anyone know how to create a list (the variable type, not a listview)?
I thought I'd just have to add a variable to my blueprint with type Object > Objectlist, something like that... But there's no such class.
Am I supposed to make an array? Can I add/remove stuff from an array and dynamicly change its size?
For reference, the goal is to remember all the entities hit by a notifierstate to not damage them twice.
@cinder dirge How tocheck for genoverlapevents
@jovial canopy What kind of list do you need? There's four general variable types, Single, Array, Set, and Map. Single is.. Single, Array is a 1d Array, Set is a 1d Array that cannot have duplicate values, Map is a 1d Array that also have values associated with each key.
A set I guess then
Do you know how to change them?
I right click on this? Only offers me single and array
@hoary marsh
@jovial canopy What blueprint calls "Array" is actually an ArrayList as you would know it
@jovial canopy
Oh. Welp, problem soved then, I'll just use this. Thanks!
I don't have the same interface as you @maiden wadi , weird... Are you the lastest engine version?
4.24.3
same here I think
Would be problematic if I needed a map
... disregard, I appear to have grown a brain tumor in the last 5 minutes
I... Had to click on the variable type...
Haha, yeah, I forget that sometimes.
Thanks ^^'
Is there a single block to do i++ to a variable? Tired of using get and ++ each time
I mean this, is there a block that could directly take the "counter" var inside instead of using 2 each time?
or do I do a macro for variables I use all the time?
I mean, it doesn't really matter, I'm just wondering if I could cut the amount of unnessessary blocks everywhere
That's such a slight benefit. There's nothing stopping you.
To be fair making a macro for it is probably more hassle than the benefits
You'll go through more trouble making specialized blocks for that than it'll end up being worth.
But I really just don't see the point. You're going to have to type at least part of the variable name, as well as ++ or increment
So....
visual clutter tho! :p
Bind a hotkey to spawn a ++ node
spawning a ++ takes half a second with a numpad
but yeah, ok I gues there's none then ^^'
Welcome to logical implementation. You have to formally describe your intentions. It's never going to be as expressive as you want.
But I guess you can make a set of macros or events or something
See if you like that workflow better
Sorry if it sounded like I was nitpicking I just was wondering if a shortcut already existed
Anybody know how to help? I'm trying to see if the actor is in the sphere
Hi all. I'm trying to do a basic tick check to see if the game is on a new tick (I need to compare a current tick value to a previous tick value)...this seems really basic but I'm stumped. Any ideas or direction would be appreciated!
Every tick should be on a different frame?
why are your ticks on the same frame? Or are you just preemptively solving the problem
@sand shore Sorry, not the same frame. New tick = new frame. But I want to set a value on one tick, then check if that value changed the next tick
@maiden wadi I took a little bit of a break earlier (So I havent done anything since last), but now that I look at your second screenshot, do you mean that I would create a variable for reference to my ControlPoint actor inside of the widget (and then use that beginplay code to actually set the variable to reference the controlpoint) and then use that variable to fetch the variable(s) inside of my ControlPoint?
The reason to that Im asking, is that if I use this method, will those variables that Im fetching with help of my reference variable really update as those variables update inside of my ControlPoint? Wont I need to recast and update that reference variable in that case anyway to get the latest variable data?
Ping me when you reply
@vast mica Can you tell us what you want to use this for? It sounds like a weird thing to want to do so I wonder if there might be a more "UE4" way of thinking about whatever problem you're solving
@spark robin That is indeed what @maiden wadi suggested. Assigning a variable doesn't copy the whole object with its variables, it's only a reference. And you can always get the latest variables using that reference
So I would be recasting @cinder dirge ?
"recasting"?
Well casting every time I need a variable
Oh, no
Just make your variable of the type that has all your variables on it
Casting doesn't do anything like "refreshing" values, that's not what it does at all, if that's what you're thinking?
@cinder dirge sure thing -- I'm making a timeline that the user can scrub (think one of those "evolutionary" timelines). The user can scrub super fast or slow, that's variable. And every day I'd like to do a "new thing", like spawn a new animal. Sometimes days take 10 seconds to pass, other times the user can make them pass in 1 frame (or make 100 days pass in one frame).
@spark robin If you have a ControlPoint reference then you can always read that ControlPoint's variables using that reference. So make your value of type ControlPoint reference and then there need be no casting
Does anyone know how to block camera rotation so it's not able to do 360?
@vast mica It sounds like you just need to record the "last scrubbed to time" and replay everything between that and "current scrubbed to time". Then at the end of your Tick, set "last scrubbed to time" to "current scrubbed to time"
@feral estuary I'm not aware of a built-in way to do that. You might have to write a bit of code to clamp the rotation
Thanks Jette I'll look into it
Btw what is the difference between nativized BPs and regular ones?
@spark robin i would make it so when the widget is constructed, it reveals itself to your acto
i have done that myself for several subwidgets that cannot see their counterparts; basically they talk through the player controller like a passive-aggressive friend that speaks through another friend
Hrm.
@feral estuary Nativized BPs get translated into C++ and compiled as part of the packaging process, while "regular" ones run in a virtual machine - they're interpreted, which is said to be "slow" (though how "slow" varies considerably depending on what the BP is doing). The C++ made by nativization isn't at all the same as a human would write, but can sometimes have benefits on resource constrained platforms
@vast mica Well, what @cinder dirge said makes some sense.
Thanks Jette
You want to have some contraints where they can't overload your capacity to simulate. If you let them get too far ahead you'd either have a very long frame (feels bad) or you have to go into a different mode to not let them change anything while you're simulating the frames (also feels bad - but in a different way).
But I don't see how that relates to your original question of comparing a delta between two frames.
If you don't mind some pseudocode...
tick (float DS)
if CachedValue != GetNewValue()
CachedValue = GetNewValue()
OnValueChanged();
If you have a lot of values, you want to make a function library and a struct type - one for each sort of variable you want to detect differences between. Say. IntChangeTracker, FloatChangeTracker.
Or perhaps a macro
I think @vast mica was getting right down in the detail about how to compare the thing I called "current scrubbed to time", and work out how different it is this round of simulation from last - the answer being to hold a copy of the "last" value with which to do the comparison - just as you are suggesting @sand shore
You raise a good consideration about not "overloading" the capacity for simulation within a single tick
Right.
Well.
The original question could be handled the way I suggested. But a difference in simulated time is not so simple
@zealous moth But how would it know what actor constructed it? Its a actor class and is not player controlled or anything
Your problem space goes from, eg updating a widget progress bar, to re-running your whole sim in one frame.
Setting that up is waaaaaay different
you can define it via interface/tag
Here?
get all actors of class, for each, branch has interface/tag
no, it would be in the event graph
on construct event
Inside of the widget?
yeah
Yeah seems like thats what needs to be done
Lol first time I see "obviously" inside of a comment like this xD
@cinder dirge @sand shore Thanks for the pointers, and I'm gonna give both of these methods a shot
any vector wizards around who can point me in the right direction?
currently trying to get the player's vehicle to hover "above" the ground, which is all working absolutely dandy until my ground loops over the player's head
I'm sure this must have been asked a whole bunch of times before but I'm not quite sure what to google - anyone else run into this problem and happen to remember how they did it or what they googled to find a good solution?
So a hover vehicle where the ground doesn't always point upwards?
Typically I'd just apply a force across from the ground.
But that sounds like it won't help you at all
So what I'd say is, ignore gravity and have a target distance along the ground normal. Apply a force towards that point.
When you're further from the point than the ground, you apply a force towards the ground. When you're too close to the ground, you apply a force towards the point away from the ground (along the normal).
That would result in you being able to stop at the top of a loop, so maybe you change modes when below a particular speed?
that works if i'm simulating physics right?
Yeah you just have to toss the gravity value
so i guess that could work, however i'm currently applying all my movement through a single SetWorldLocationAndRotation at the end of a sequence that calculates where my vehicle should be ending up based on the inputs
so there's no physics simulation at all behind the scenes
That sounds more painful than needed
it is but it allows me to understand what's going on on a more basic level without needing to troubleshoot some chaotic instances of mad unreal physics occurrences - this is more of an experiment in understanding things
I have a feeling I might be heading into quarternion territory but that's a scary word and I wonder if I'm overthinking the solution
Heh
Well, if you decide to go into quats I've got a library on the marketplace to make them easier to work with in BP
Can someone help me with collisions?
You're absolutely NOT overthinking it - you need quats to properly handle rotations in 3D
I'll clarify - if you wanna skip my lib you can do quats in Bp without it
And all my lib does is give you what C++ devs can use with FQuat / FRotationMatrix
@sand shore can u help me with collisions when ur done?\
thanks a bunch! I'll take a look into it - think I found it too so thanks for the pointers!
Maybe it's a weird issue and you want a physics programmer
@unique falcon btw, I'm not somebody to ask about quats. I probably understand them as much as you do - I just wrapped the engine utils
hello, n00b event dispatcher question: For a blueprint ("target") to "listen" for an event, do I need to iterate through all instances of blueprints which have the desired event they will dispatch and cast to them in the "target" blueprint?
@sand shore whenever you're ready, here's my code. I'm trying to detect if the hand in is inside the sphere. If it is I want the object to be teleported to it
what do you mean inside
@wind atlas go look at the pinned messages in this chat. There's going to be a "Blueprint Communication" video link
isnt overlap enough ?
are you even sure overlap event fires ?
Hey Unreal Slackers, so I've made a basic pickup system so that my first person character can pickup physics objects. The one issue I'm having is that I want to set the rotation of the cube to lock relative to my player, so that it rotates alongside the player, as if I actually picked it up
did you try debugging ?
Hey, trying to make an action key with E that works for multiple actions, like pressing buttons, picking up stuff, etc
I'd use a blueprint interface for this right?
@spice wave I don't feel like that's a collision issue?
@pulsar sparrow use interface
@pulsar sparrow That's what I would do
Can you think about your question some more and restructure it to make sense @spice wave
What would I put in the player's input to initiate the player action?
What do you mean?
@tired arrow you can attach the cube to your pawn until you drop it
@spice wave I could be mistaken, but I think you need the == top part that's plugged into the overlappedcomponent to be plugged into the OtherComp?
@trim matrix Thank you, I will try to do that
@spice wave Even that doesn't make sense. I don't understand what you're doing with the cast node and the == node like that.
@maiden wadi Im struggling with the data taken with help of the reference variable never being updated, even if I re-run the code you showed me with beginplay
@maiden wadi I was casting to the hand to get the mesh. I was then checking to see if the overlapped object was the same as the hand mesh
I've tried setting printstrings everywhere to make sure that it is really the issue, and that the issue doesnt lay elsewhere btw
@pulsar sparrow you should look up a tutorial about this, I cant carry you through all
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
yeah i've been trying to find one that helps with specifically what i'm looking for
I really have no idea whats going on right now, so I tried setting a print string to output the value of a boolean just to make sure it really changes to what I want it to, and it turns it it actually really really isnt changing from a set variable node?
How can this be? o.o
I mean, Im literally setting it to true right before the print string node is being executed, like wat
Oh right, but this is a blueprint actor, that is not assigned to a player or anything
doesnt matter
But I mean, if its something in the scene, doesn't it like automatically run on the server?
here is the thing
if you are trying to change a replicated variable
from client
you wont be able to
you gotta tell the server to tell it; the client can't do anything
Oh right
But like, why wouldnt setting the variable to replicate work by itself then?
I dont think I am?
server sends the data over network
replication is exclusive to server
clients cant replicate to server
if you want to send data first call server
then switch the data
Yeah well since this in the scene, wont the server run the blueprint code?
the client only has a copy of what the server shows it. So if you want to change a var, you have to do it by telling the server to do it and then the server has to tell the clients to change it also
(Im testing with custom event nodes rn btw)
it's not YOUR scene, if you are a client
and not set it to replicate
it's the SERVER's SCENE
client wont be able to see it
unless u spawn for them explicitly with mc or replicate it
so yeah you got a copy like zanet said
Server does indeed get the var to update as it is
@sand shore or @maiden wadi I'm currently trying to detect if a mesh is inside the sphere collision. How would I go by doing this?
you can set it up like this:
Non-replicated custom evet -> check for authority macro -> custom Event A or custom event B
If you have authority, custom event A is multicast and calls your function to change a var
If you do not have authority, custom event B that is run on server and calls custom event A
@spice wave "isOverlapping"
Garrett, I'm going to bow out. I don't really understand what's going wrong for you
You have an overlap event - make sure your collision settings are correct
so I have this, but it's not working - what else do I need to do?
@pulsar sparrow You're showing way too little information, but I suspect your player character does not inherit from ActionCollision
So yoiu need a target
what do you mean by target? @sand shore
@pulsar sparrow look up more Wadstein stuff on how blueprints can communicate.
What you are doing is using a BPI. To do that, you need to define what is receiving the message.
A short cheatsheet:
Casting: you need to define your target; you can access the base class that way
Interface: you need to define your target; event is fully handled by the receiver
how do i put this: you want to send a message to someone; WHO is that?!!?
How can i see what's wrong in animationBP
i have a problem in the transition walk-walk crouched
that's correct no? at least it conditions are true
@trim matrix You are amazing, thank you for that
is there a way of activating an event in the level blueprint? I created a generic "action trigger" bp that i'd like to use in multiple ways
One last question for the channel: How can I now make attached actors have collision?
attached actors as in children or as in components?
@tired arrow you are welcome
attached actors which are attached through blueprint during runtime
attached actors already have collision
erm... then they have it?
I'll send a screenshot of the blueprint
Okay so the object that is picked up is attached to an invisible component that I have setup, and is working perfectly, besides the collision
they still have collision. Them being attached changes nothing to their collision presets
what are you getting and what are you expecting?
Basically what I'm getting is like this picture:
it can clip through walls when normally it can't
oh, are you the cube?
No, the player when they pick up the cube attaches the cube to themselves temporarily
Which for some reason causes the cube to not have collision
try unchecking "weld"
Does anyone know how i can make my spline rounded smoothly? i know it has to do with the in and out tangents but im not sure how to get it to curve smoothly
Unchecking weld loses the effect entirely
Huh this is strange
It has collision with other physics actors, just not static meshes
then it would be a channel issue; check your collision channels
I am, out and in of play they stay the same which is strange
oof, getting a memory lapse. How can I set the rotation of an object to face based on my hit result?
Okay so the reason why is because it stops simulating physics once it gets attached, but if I set it to simulate physics, then it drops itself so that's interesting
i would put that on your backburner
@zealous moth something like this?
Hey, could someone please help?
I'm trying to make an angle based glider similar to the one is Ark/Atlas, Fortnita or Worlds adrift, but all I could find were tutorials for a BOTW style fixed glider
Does anyone know about a tutorial for these controllable gliders or could point me in the right direction?
Im trying to replicate a variable driving the "contested" widget text visibility, do you guys see whats wrong here (if anything?)?
Please ping on reply ❤️
I allways get this error after I tested something in the editor, I also used the Node "Is Component Being Destroyed" before accessing those objects, I still get the error, any ideas why?
thanks @sand shore
Loki
@wind atlas What'd I do?
@gilded pebble I believe I could help, give me a while to check it out
@acoustic lava Thank you
Awesome, I really enjoy using Ue4, hope I can help I also want to make a game soon.
I just need people who can help with particle effects, models etc
yeah creating those are one of the biggest timesinks in development
Agree
@gilded pebble Are you looking for a glider where when you're facing down, the increases speed, and going upwards slows you down. That sort of glider?
ye
@maiden wadi Yeah, that kind of thing
I tried google but all I could find was this zelda like static glider
I have a memory of the glider in the Landscape Mountains being like that. Check out near the bottom of the Learn tab.
I could be mistaken, I didn't keep it installed that long.
I'll take a look, thank you
@gilded pebble Just looked at that. It seems like it's what you're after.
@unique flicker They must be removed from the parent itself. If it's a CPP class then you'd have to modify the CPP files
@maiden wadi It seems like it, thank you
anyone can help me have good the blueprints but the character dosn't make what i want xD
@unique flicker I mean you could delete them on begin play, but that's a weird way to use a child class.
How would I go about forcing the VR camera to follow root motion?
To be honest, I don't know how to forcefully move the VR camera at all. I know it's typically regarded as bad practice for comfort reasons, but my game isn't for those with weak stomachs.
Hi Guys, had someone worked with Camera Manager? I am wondering if it is possible to create sort of an orbit camera around some pivot point.
Lets Say I attach My custom camera manager to a controller. Then, I can either get character pawn origin as a pivot for camera rotation or setup custom pivot points (shoulders, arms, etc) Doesn't matter, in the end, I just can't the rotation of Camera manager's embedded camera to rotate around a pivot, even If I move it considering the pivot point
Can someone point me in any direction?
Huh, does anyone have an idea on how to do this?
I can't seem to cast the int64 in a float (I'd accept float.maxvalue if it's above maximum)...
@bitter wharf You're going to have a LOOOOT easier time rotating a camera on camera rails or rotating a spring arm's Z axis with a camera on it. At least I think. I haven't used the CameraManager class much enough to know what it does.
Yeah xD I already did it with simple spring arm, its really easy attaching camera to parent that is spring arm, then just rotating the spring arm itself and therefore getting orbital camera, but I really am moving forward to CameraManager because of some factors and this is just one of the things I stucked like a lot of time..:)
@jovial canopy I don't know if it's still true, but blueprints don't generally support Int64 as far as I was aware. You can do some math operations with them, but the only conversion seems to be to text.
Apparently they were recently added... I guess the support is very incomplete still ^^'
Ok I'll try to work with int32 then, thanks
(Or maybe I cast is going through a string?... that'd be literally the worst, huh)
Does anyone know how i can make my spline rounded smoothly? i know it has to do with the in and out tangents but im not sure how to get it to curve smoothly?
im doing this dynamically at runtime
Yeah so apparently we can convert an int to int64 but not the opposite. Weird, I thought it would be possible
Int32 maxes out at 2 billion, because it's coded in 32 bits
int 64 is 2^32 times as big, which is basically infinite for most purposes
Of course, a cast from int64 to int32 should be made very carefully because it's lossy, and will induce nasty bugs if not handled correctly
UE added this very recently (it wasn't in 4.15 at least), the doc on it is very minimal and it doesn't seem like basic functionality for it is added.
Apparently it's a touchy subject for epic, as I found countless threads about it. Not sure why, I'm new here too.
@unique flicker To give you a visual idea, the difference is about 9,223,372,036,854,775,807 for in64 or 2,147,483,647 for int32
I have a question I'm not exactly show how to ask. If clarification is needed, I will do everything I can to gather more details. Essentially, I am casting to a specific Player Character for a couple things like adjusting the camera in the character BP, as well as reading Get Distance To various actors I am using as respawn locations after Destroy'ing the character in a death scenario. My issue is that the casts are failing after an initial Destroy, and spitting out this "pending kill" error. I think this is because the initial Player Character reference is no longer available, but I may be mistaken? Do I need to somehow change how my Cast To's are referencing the Player Character in order to account for this issue, and if so, how might I do that?
I have a widget updating the distance to my (current) 3 respawn actors using a event tick for debug purposes, and it's consistently showing the correct distances, however, the player only respawns at the nearest respawn actor for the first Destroy, and then the BP seems to somehow not update the distance unless the Player Character is standing in the immediate vicinity. I'm not sure what the issue is here, as I'm not getting an error, but I may be a similar issue to the Pending Kill error for my other Cast to Player_Character?
Here is a screenshot of the part of the BP which is destroying my Player Character. "Get Spawn Points" is the custom function I've made which is displaying the distances in the previous in-game screenshot.
@latent anvil gonna give you a hint before i give my baby a bath: pending kill errors occur when the actor is destroyed before all the information is given. As such, your alternative is to use an interface with a proper message of all information. That way, even if it is destroyed, the message is sent.
@zealous moth, thank you for the reply. I have not used an Interface before, though I've read a little bit about them. I admit understanding how they work isn't immediately dawning on me. :/ If anyone has a moment, can they please briefly explain what information I need to be passing through an interface? Is it the Get Distance To information, or a reference somehow to any newly created Player Character? Like, is Destroying my Player Character voiding the distances it has just recently created, maybe?
(or if there is a really good tutorial anyone knows of instead, I'm definitely cool with watching that. I don't want to suck up anyone's time if avoidable!)
@latent anvil https://www.youtube.com/watch?v=G_hLUkm7v44
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
What is Blueprint to Blueprint Communication, or how do I call functions or get variables from other Blueprints, in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
hey guys! I am looking to get variables from an array that I build in the level, Is there a way I can avoid using the get all actors of class and use the method above where I have the array built from the level?
Example of my array
Hey guys so I managed to fix my little conundrum -- I would still love your opinion on if you think this is a good / bad system (I feel like it's good so it only loops the arrayed objects, not everything that could be in the level)
This was my solution!
So I can loop the casts to BP's I want to be interactable and if none are valid it "shouldn't" break
@sand shore for refering to the pinned video on bp communication https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
Ah
Can anyone tell me why the following isn't registering as a hit?
The trace is "hitting" the player and not continuing "through" the player, but only registers as a hit very randomly
Using an invisible box to test collision against. Collision channel for the box is set to blockAll
The box isn't actually invisible, just has an invisible material 😅
what are we looking at?
an npc hitting you the player?
and try removing the blocking hit, all components that can block will block
chances are you are hitting a component
Hi - From widget I load a level and load the saved game. During tracing the load saved game, I have some delays, it seem the trace never passes the first delay.
Any reason why that would happen?
Is it because I'm opening the level and calling the load function from a widget?
@zealous moth The NPC doing a line trace, "looking" to see if a player is in view. The idea being that the NPC will move toward the player when direct line of sight is made
Im having problems with the animation to play not sure what im doing wrong
i need help!!!1
Someone please i need help with my blueprint. I'm trying to reference my My (M4A1 ADS) by casting to to m4a1 BP. But there is nothing to set my wild card to for the cast.
Hello everyone, hope y'all having a wonderful night
Question, i have multiple characters all sharing the same skelleton
i wish i could help ima nube
but i would think you could duplicate the skeleton for each character
Noa, hey, i might help you with that
the "cast to node" needs a reference, like, where are you calling this "m4ai" from?
im calling it from a actor bp
Where is the M4A1 you want to access?
Is it placed on the map? are there more than one?
The thing is all "cast to" nodes require direction
what M4A1 are you accessing
You could use a "get all actors from class" in your case
I just need to get the variable (M4A1 ADS) into this bp
so i can refernce it and use it as a rule for activating that camera socketed on the M4A1 mesh
it still doesnt work
when i left click to switch cameras it doesnt actually change
this is the error i get @dry pewter
le me see
alright at the end of those error messages
there's a link, one of those WHITE text, click it to see with node is giving error
I can't see it clearly but i think your node
"Get all actors of class" has a "sellect asset"
You gotta click it and select "M4A1" on the dropdown menu
@trim matrix
ok so i clicked on the white text and it took me here also i did select the m4a1 under the drop down menu. it sent me to this deactivate node.
@dry pewter
Ok that's because the "activate" path has a "cast to" where to get a "M4A1" reference from, but the "deactivate" path does not
So target is currently "none" when the node tries to execute
do the exact same setup for the bottom path
like this @trim matrix
OK Perfect i have no more error messages but theres no change to the camera movement😆
it supposed to switch to this camera mounted to this weapon @dry pewter
Is that what you are trying to get from the "activate" node?
yes it is
I don't know that "activate" node so idk, i use this one
the top half works for the other weapon
Is the other camera being deactivated before you activate this new one?
yes
IDK man there might be som difference in both blueprints i don't kno
You can look up for it
ive been trying all night maybe ill just sit on it thank you so much for the help!!!
Is it possible for a print string to cause code to not be ran, in a packaged build, if say, you put the print string at the very start of the code?
whats the best data structure to use for an adjustable array that has getters?
or to better put, i have a set of items in a master class, and would like its child class to be able to toggle which are active or not.
i would use a bool array but dont like how id then have to go by a numerical index, cant use a dictionary because i cant iterate through the keys based on values
Can anyone tell me how to make a wave spawn system where the spawned actors increase by 10 each wave upto 100/200 waves?
I think of somehting like this
Each time "P" is pressed spawns as many "ThirdPErsonCharacter" as the value of the variable "WaveAmmount"
Say if "WaveAmmount" is 10 will spawn 10 Characters. then after that increases the "WaveAmmount" variable by 10
Next time "P" is pressed the variable will be 20, then it'd spawn 20 characters
This will make the waves to not be greater than 100
@hardy ibex
Guys is there an "Opposite" to this node?
What i'm trying to do is: I have a party of characters, they have such variables, say "Max HP" is 100 in the class defaults.
After a battle ends, that charcter will be destroyed, then i need that the next time the character is spawned, it's "Max HP" variable to be not the default (100) but the value it had at the end of the previous battle.
(Current HP, i mean)
I think i found my way using "Map" variables.
hey there guys! i'm wondering if anyone has experience with PlayFab in blueprints as I'm looking to see if anyone has solutions to updating user data as i'm currently having no luck
Can someone check out my question in #multiplayer ?
I have a question for state machine transition rules. What would be a good transition rule for going from a landing state back to an idle state?
how do i check if the player is on the ground and finished falling from a jump?
anyone know why a pawn, after being spawned from the beginplay of a playercontroller, couldn't get that player controller?
@late cave in your second window, you set it as "auto input disabled". You can also force it to get possessed by using the node "possess" and referencing your controller.
@halcyon trellis you can check what the z velocity is. if it is 0, we assume the player is not falling anymore
@marble agate you can make it debug only in the console
@dry pewter use a save file or game instance to save your stats. next time you create/spawn that character, fetch them
@zealous moth I must be blind... I don't see "auto input"... but I don't want to force the possession, since as you can see, I use the possession node in the left window
but you are right in that if I do use auto possession, it works... but I don't understand why
@zealous moth I have 2 get velocity nodes that are using Z for checking if jumping and falling. For a 3rd one for landing to idle would I want an equal node for this?
i'll also need to attach it to a boolean to check if player is on the ground
past this, not sure myself, i don't do animations all that much
Hello. Is it possible to verify gumroad keys with blueprint?
https://help.gumroad.com/article/76-license-keys
To work with Gumroad's license keys, make sure you are familiar with cURL. Brush up on your skills here. Setting up a product that issues license keys. Click o
so im line tracing by channel and what i want/need is to fetch and set the static mesh to what i hit ingame but how? is it even possible?
i need help with camera switching
i can get it to switch to one camera but not to the other camera inside a different bp
@trim matrix Do you mean that the 'other' bp has two cameras and you want it to switch to the second one of those two?
@maiden wadi Can you check my question in #multiplayer ?
I cant even guess whats happening in my blueprint rn
no i have two cameras in my third person character bp and they will switch back and forth just fine. When i go to switch to a another camera mounter on another weapon it doesnt swtich
@maiden wadi
SetViewTargetWithBlend doesn't work?
i cant figet out how to use that node