#blueprint

402296 messages ยท Page 449 of 403

spark steppe
#

@trim matrix what part of it are you curious about?

trim matrix
#

All of it but mainly the tree growth and the chopping function

spark steppe
#

they're probably just animations that are played when a certain event fires

#

and the first tree gets probably replaced by a new one once it got chopped

trim matrix
#

oh ok thanks

zealous sundial
#

Working fine, thanks for you help !

strange stream
#

I have no idea how to edti a ''Create Event'' or if I even need it.
Bought a template yesterday, no sure how it all works together yet

spark steppe
#

you wont get far just slapping templates together ๐Ÿ˜„

ripe moth
#

So anyone got a clue on why that last bit that's not connected creates an infinite loop when it is connected?

strange stream
#

Not at all what I did, I bought something which fits with the rest of my project, and now I'm testing it out to see how it all works ๐Ÿ™‚

spark steppe
#

@ripe moth how is the whole code called?

#

you aren't by chance adding to the array that you iterate over?

ripe moth
spark steppe
#

thats not enough context to get a clue about whats going on

ripe moth
#

I don't really have anything more

#

than that

maiden wadi
#

@ripe moth Is this programming in the parent still?

ripe moth
#

No

#

Parent is User Widget

maiden wadi
#

Unless those widgets are creating the same looped widgets, it shouldn't throw a loop error.

ripe moth
#

Weird thing though is that the stack trace goes to pre construct

#

but i couldn't get rid of it without cutting that link

maiden wadi
#

What are those three widgets doing on construct?

ripe moth
#

Nothing, they are blanks

maiden wadi
#

And those are children of UserWidget now?

ripe moth
#

Yup

#

It throws me an error in pre construct but even with a pre construct not hooked into anything i still get the error there.

maiden wadi
#

I've never had to use them, but people say call stacks are finicky and semi random.

ripe moth
#

hmm

#

It works now

#

But i need it to be a child of the widget switcher or else it won't work.

maiden wadi
#

Where is this function called from?

spark steppe
#

and widget switcher is the widget which attachs all the widgets to itself?

#

it may invoke a construct call when a child is added?!

maiden wadi
#

Possible, depends on where they're calling it from.

ripe moth
#

It's called in construct

spark steppe
#

try event initialized

#

and see if the issue persists

ripe moth
#

Yup

maiden wadi
#

What happens if you just add one at a time? Move your create thing to the Completed and get a copy from the array and input them manually. Test 0, 1 and 2.

zenith kernel
#

I have problems with shadows on the mesh due to the fact that I did not count the normals? I can calculate the normals for triangles, but it says here that the normals should be for each vertex, how to do this? Also how to set the color for a triangle? It says that color is also for every vertex.

trim matrix
#

how can i make a actor spawn another actor on top of itself

mild pine
#

On your event, Spawn actor from class and get actor location. Plus that with vector X number to decide how far the location should be above the actor

trim matrix
#

thanks

mild pine
#

You're welcome

abstract pike
#

Hi, I was wondering how to "clear" an inputKeySelector widget. I saw that when I right-click on an inputKeySelector widget it shows "empty" in the widget just like it has been cleared but there is no event triggered. The onKeySelected is not triggered, neither is the OnIsSelectingKeyChanged

trim matrix
#

is there any node block that give out a boolean on or off depending if a input number is bigger than another number

maiden wadi
#

@trim matrix You're looking for a Branch. It's the if statement of Blueprint.

#

Oh

#

Misread. You need to drag off of the number type and type >

trim matrix
#

thanks

#

worked for me

rough blade
#

Hello again everyone. I am currently building out a stock game that involves a menu of buyable stocks. Below is a screen shot of how each listing updates itself regularly. The stock listing's price is bound to the Widget-Value (tried a set text and a custom bind function) but it doesnt seem to update let alone pull the amount once. In the update section you can see that the Stocks value is seen correctly pulled (watched value - 349.847..) but this value never seems to make it to the entry widget itself. What am I doing wrong? P.S. - I had this problem with a similar menu item but was able to get it working by plugging it into a tic update. When I attempt that fix here I get a bunch of errors stating there is no value found.

spark steppe
#

is the widget in a listview/tileview?

rough blade
#

listview

spark steppe
#

yea get rekt ๐Ÿ˜„

#

they behave different in there

rough blade
#

any work arounds?

spark steppe
#

yea, give me a second, i have to look it up again

#

ok, so the listview holds something like a copy of your real widget

#

one way to update them would be doing the update within the widget which has the listview in it, then you can just use your listview variable and iterate over get list items

rough blade
#

Thank you!

spark steppe
#

where UI_settings_keyboardShortcuts in my case is the widget class which is used for the listview (tileview is kinda the same)

rough blade
#

This is super helpful, thank you again

spark steppe
#

if you just want to update the prices when the screen gets opened constructed theres another way

#

in your UserListEntry widget class override the method on list item object set

#

that will pass the reference of the listview element to your real widget

#

then you can just copy over values

rough blade
#

Wow, thank you for the tip!

shell timber
#

I would like to add a map editor in my game (like the map editor of trackmania) but I can't find anything online about it...
Any clue?
Should I put an actor into my level and modify the actor, save it, load it etc? Should I create a new level? If so how can I achieve this? I'm struggling ๐Ÿ˜–

trim matrix
#

map editor as in landscapes or props ?

shell timber
#

Only props

trim matrix
#

well you can create a pawn with top down camera or smth

#

then give it functionalities to build stuff

#

I mean rest is self-explainetory

shell timber
#

Yeah, but how can I save this? I mean, I would like to load a map, play it then load another map. I can do this if my maps are Level
I would like to let the player create his own map, but I can't find a way to dynamically create a Level and save it

trim matrix
#

you dont need to create a level

#

you can save the objects in the level

#

then spawn it back when loaded

shell timber
#

So if I got everything, I have to create a saveGame Object that can contain my props inside the level and save it?

trim matrix
#

yeah or as you place it

shell timber
#

Thank you โ™ฅ

trim matrix
#

youre welcome

spark steppe
#

can i not cast a object to its parent class?

trim matrix
#

you can

spark steppe
#

thanks

trim matrix
#

but I think you cant cast to a child

spark steppe
#

so im doing some other weird stuff ๐Ÿ˜„ (indeed... found the issue)

short pawn
#

Hey can anyone help me with getting ragdoll physics to show up in a packaged game? It shows up in the editor but doesn't in the packae

#

Using 4.22

#

?

magic cosmos
#

Yo what did u guys use to learn blue prints?>

sleek obsidian
#

@magic cosmos I'm going through Ryan Laley's videos on YouTube. Just started with UE4 the other day

magic cosmos
#

yuh

#

he is good/

#

?

sleek obsidian
#

Pretty good so far. But there are lots like him on YouTube.

rain crag
#

Reposting this from yesterday:

Hi all, I'm running into some weird behaviour when updating a mesh's rotation on tick after mirroring it and would appreciate any suggestion you may have (for context I'm making a VR interface that exists on one of the player's hands, I'm running into trouble when swapping which hand is which)
I've attached two videos showing the expected behaviour and what happens after swapping the hands as well as a screenshot of the nodes I'm using to update the rotation of rings over the player's hand on tick.
When swapping hands I'm simply inverting the y-axis of a scene component that acts as the parent for all of the hand's elements.

sleek obsidian
#

Just search "learn UE4 tutorial" on youtube, and you'll get dozens of options to choose from. Use dual monitors, have tutorial on one monitor, your UE4 on the other.

atomic salmon
#

@magic cosmos @sleek obsidian

magic cosmos
#

igh

#

marco ur a pro at unreal?

#

Bro what videos did u watch to learn or what did u practice on.

atomic salmon
#

@magic cosmos it very much depends on whether you already have or not any programming experience

#

if you are familiar with concepts like variables, get and set, branch (if), for loops etc.

magic cosmos
#

i am

#

i already know c++ but people told me to go to blueprints first

#

to master unreal cpp

atomic salmon
#

In this case just watch tutorials of people creating projects with Blueprints and you will pick it up quickly

magic cosmos
#

alr what vids did u watch tho?

atomic salmon
#

A common misconception is that you program Unreal either with Blueprints or with C++. The reality is you need to know both.

magic cosmos
#

yea i know

atomic salmon
#

Especially if you work in a team.

sleek obsidian
#

What's an example of something I'll need C++ to do that I couldn't do with Blueprints?

magic cosmos
#

damn i never knew switching from unity to unreal would be so hard

atomic salmon
#

@sleek obsidian One example is physics substepping

magic cosmos
#

bruh imma use c++ for most things and blueprints for like visual efffects and stuff

sleek obsidian
#

Huh, I'll have to cross that bridge if/when I come to it.

#

Just making a basic roguelike. Going to see if I can get across the finish line with just BPs

magic cosmos
#

alr so vr basically i shoudl just watch people making things and ill catch on quicker

#

alr tiem to binge watch people doing things with bp

#

Bone im on thatyoutube guys channel

#

what playlist should i start?

sleek obsidian
#

look at his "snacksize" video on blueprints

#

then check out the "Making Your First Game" series. he does it all in Blueprints

#

bonus is that he's from the UK, so it sounds like you're learning UE4 from James Acaster

magic cosmos
#

idek who james is but alr

atomic salmon
#

Pick a project you are interested in an follow it

#

Another way to learn is to take the templates and understand how they work

#

Make same changes

magic cosmos
#

templates?

atomic salmon
#

The project templates

magic cosmos
#

wher eu find the templates at?

#

oh

atomic salmon
#

From the Launcher

magic cosmos
#

alr

#

hwo do i know which is blueprints and which is c++

atomic salmon
#

blueprints are for quick prototyping and for anything visual/artistic/creative

#

C++ is for foundational classes, performance, plugins

#

This said, you can do a lot with Blueprints only

#

Plus Blueprint nativization turns them into C++ code in a very efficient way

trim matrix
#

if ur casting to an actor, what do you use for the "object" pin?

magic cosmos
#

vr

atomic salmon
#

@trim matrix you mean the input to the cast? that would be the reference to the object you intend to cast

magic cosmos
atomic salmon
#

@magic cosmos don't know, would have to watch it to know. But Matthew does pretty good stuff, yes

magic cosmos
#

alr

#

so usually if i would want to add a dash right or lets say backflip ig

#

i would have to go into the firstperson character controller blueprint?

covert stirrup
#

can someone help me out on how the hell to set an event tick activation counter?

#

I feel like I am there, I have gotten similar to work before but I just can't seem to get it to do it

atomic salmon
#

@magic cosmos configure the inputs inside project settings, back to blueprint (event graph) add the input events, on the execution of the input events add movement inputs to the character movement component or launch the character + add torque for a backflip

#

@covert stirrup that DoOnce with no execution input looks suspicious. It won't execute.

#

What are you trying to achieve?

covert stirrup
#

sorry I should explain, I know it is not attached, I just am trying to find a way to make my previous system work but it's not 100% the same

#

In a nutshell, I want a flipflop that is based on an event tick, but it only triggers a +1 integer for each seperate activation

#

This is my Event Tick Button, it basically lets me know how many times it's been pressed and send one final ping to what ever is using it to make sure its counted

#

Whilst this system does work, it's not perfect for my use case, so I am trying to develop this into a function that when the button is on, it's always firing this, so because it's always firing I only want it to +1 every time a state changes

atomic salmon
#

@covert stirrup I would simply keep track of the previous state, compare it with the current state and, if they are different, fire the +1, then do previous state = current state. And repeat.

covert stirrup
#

not quite sure how I would write that out in BP

atomic salmon
#

@covert stirrup you need a previous state variable (a bool) which you can compare with the current state and a branch that, when they are different, output the +1 and assigns current state to previous state

#

basically it is a shift detector

#

it outputs +1 any time there is a shift of the state from false to true or from true to false

undone saffron
#

How would i make a spectator mode ?

trim matrix
#

hello I want to make a login system I have paid site so I can do it, but I don't know how to do it

#

how can i make a blueprint with a collison box that randomlly spawns actors over time in said box

#

Nevrmind

ancient topaz
#

Hello everybody! Please, help me! how did i change the visibility value from false to true?
If I want to change this value from another blueprint?

static goblet
#

i cant seem to find the node get lookup or get lookright, how do i find those?

ancient topaz
plucky aurora
#

@ancient topaz Uncheck the checkbox to change the nodes boolean value

#

that would be the ez method

#

or if you want to expose this to other bp

#

create a public variable

#

a bool

#

that goes in there

ancient topaz
#

can you show me a picture second bp with cast?

plucky aurora
#

not right now sorry, working on some modells

#

but what exactly are you trying to achieve

#

maybe describing the function lets someone else pitch in better

stable plume
static goblet
#

i cant seem to find the node get lookup or get lookright, how do i find those?

trim matrix
#

Is there a way to turn all of these blueprints into one when the game is running and split it off the ground at a cartain point

#

the stump is a seprate object

plucky aurora
#

@static goblet i havent ever heard of those nodes and also i cant find them anywhere referenced

ancient topaz
#

@plucky aurora I want to character 1 to change particle visibility after character 2's linetrace hits them.

trim matrix
#

guys I got this package for the login system but when I put it in my content folder I get these errors: what to do?

marble folio
#

you updated varest?

#

They switched to a subsystem...so all these nodes need to be pretty much recreated

#

well not all of them

plucky aurora
#

@ancient topaz i looked a bit closer at your function and i was just wondering, why your branch is coming before you do your line trace check

trim matrix
#

what? @marble folio

plucky aurora
#

shouldnt the line trace actually be the one that gives you a bool to follow through with the rest of your function?

trim matrix
#

I didn't add the plugin

#

hmm

#

whatever

#

I won't work now with this login system

marble folio
#

What are the functions from?:D

trim matrix
marble folio
#

yeah that is a VaRest plugin

#

it even says so in the video description ๐Ÿ™‚

ancient topaz
plucky aurora
#

bro!

#

i got it xD

#

lol

#

i think the issue is that you are not doing this in an event graph

tight schooner
#

@static goblet are you referring to Get Up Vector and Get Right Vector from an actor or rotation?

static goblet
#

i think so

#

im getting the error

tight schooner
#

Oh, they're input axis events

#

Did you copy-paste (or otherwise migrate) that graph from another project?

static goblet
#

yes

tight schooner
#

That project probably had some input axes defined in Project Settings โ€”> Input

static goblet
#

ahhhh

#

i will check that

#

thank you!

true vortex
#

Hi so I am having issue with bullet spread for the projectiles in my game where if you look up, the spread gets messed up and only goes in a straight line? Any thoughts on how to fix something like this

#

here is the code for it too

trim matrix
#

is there a way to cut a mesh in a blueprint in half

#

at a vairable point

tawny tinsel
#

for some reason branch node fucks up the visibity nodes

#

and i ran print string it is set to 1

#

but it shows me all the widget actors

green eagle
#

Trying to give a pawn Bp the ability to "jump" essentially.
So far I haven't found a smooth or clever way to trick a Navmovement or some class to use Jump in a pawn.

I could use "impulse" on key hit, but having a hard time finding a way to make it stop you while in air.
Not keen on line trace nodes but I figure using it to: find the absence of a collidable object beneath it, if not(cant jump) AND if there is one what the difference/distance between it and the PAWN is(if that is less than 0 jump allowed)

Any and all help is appreciated

ancient topaz
tight schooner
#

@ancient topaz you should read/watch some stuff on blueprint communication โ€” the many ways one BP can call functions & events on another BP.

#

It's a bread-and-butter concept in blueprint scripting

ancient topaz
#

@tight schooner give me a one

#

can you show me a picture ?

tight schooner
#

Well here are the three flavors roughly

  1. Casting
  2. Blueprint interface
  3. Event dispatcher
ancient topaz
#

casting

#

i want make cast

tight schooner
#

And also having BPs get each other's "object references" (think of it as contact info) is critical to doing any of those; there's a hundred ways to do that and it's all situational. For example, if it's a player pawn then there's a node called Get Player Pawn.

#

I won't give you a casting tutorial on the spot but that's a broad overview. You should Google some stuff from there.

undone saffron
#

How would i make a spectator mode?

ancient topaz
#

@tight schooner Thank you, can you tell me, what i must to doing now?

static goblet
#

@tight schooner Your tip about the inputs fixed the issue.. THANK YOU!

past wedge
#

Does anyone know why my cars are doing this?

This is a personal learning project I'm making for myself btw. It does have characters from a game in it, but I'm using their assets to help me learn how UE4 works.

But as you can see here, I'm having an issue getting vehicle physics to work... can anyone help me out?

https://youtu.be/sn_O6a2qIg4

#

I know it might have to do with the physics asset, and I've tried to make my own custom collision, but it still seems to be spazzing out

tight schooner
#

@ancient topaz Cast just verifies that the object is of a certain class. Once it successfully does that, you can access that object's functions and variables. You can get and set anything from that class, such as that "Fire" component.

past wedge
#

The car on the right is using the UE4 vehicle project blueprints, and the one on the left is using this ProjectBP_Vehicles

ancient topaz
#

@tight schooner Thank you, i know this. Can you tell me, how can i call Visible = true in partical component?

past wedge
#

oh, couldn't find the physics channel, thanks

tight schooner
#

pull the pin, "As BP NPC Mage" (same as your last screenshot)

#

Get Fire (maybe)

#

Set Visibility (maybe), lol. Scripting from imagination here.

#

though Activate and Deactivate tends to be more elegant for particle systems. Instead of making things poof disappear, it'll stop the emitter and let it die out.

ancient topaz
#

@tight schooner thank you, but i not understand

tight schooner
#

On the cast node, pull the "As BP NPC Mage" wire out. Type "fire" and see if you can get access to the fire component

ancient topaz
#

i found problem solution

#

thank you

green eagle
#

@past wedge im dry on the topic but I recall things around wheel movement and stuff that made things buggy like that back in the day. Hopefully that gives some ideas to dig into, physics components on movement/nav/etc force. and teleporting physics states heres a screen shot of where you might find that on some nodes

past wedge
#

Oh, I forgot to mention that the wheels also go really fast for some reason

#

like hyper-speed

#

I'm also using UE4's vehicle template blueprints

#

but lemme check if it has that node

#

if the other one does I mean

green eagle
#

how complicated are you making the physics in it?

Do the wheels have their own "add torque in radians" node and pull the vehicle or is the blueprint using any movement components.

Might not have that exact node but there are a few nodes that use that bool on them to help prevent crazy things when collision happens.

past wedge
#

The physics don't have to be super complicated, I just want it to drive haha

#

but it won't even drive, just flips out and turns over

#

I followed Unreal engine's own tutorial on it, but I still couldn't get it to drive eventually i was able to, but then it was just tipping over every time i tried to move forward, sometimes while it was still

ancient topaz
#

is anybody know how make cast to character from animNotify BP? What write in object node?

#

this is not a player character

trim matrix
#

whats this blueprint class

#

that you are in atm @ancient topaz

#

lemme fiddle around

ancient topaz
#

@trim matrix is it not working

rough blade
#

@spark steppe Sorry to drag you back in but I must have miss understood you. Below is my setup following your first example but I am still met with the same outcome. This update is done inside of the widget which holds the list itself. The Widget text that needs to be changed is bound to Widget-Value. Thank you for any help in advance.

spark steppe
#

you are only updating the first entry

#

put the last node (call to update entries) on the completed output of the foreach loop @rough blade

ancient topaz
#

Please help me! How make a cast here? this is not a player character. What i do write here?

trim matrix
#

what is "here"

#

I asked you what class you are working on

#

you didnt answer

ancient topaz
trim matrix
#

its not enough

ancient topaz
#

pawn class

trim matrix
#

no what is this code located

ancient topaz
trim matrix
#

click class settings

#

and tell me the parent

ancient topaz
trim matrix
#

where do you call the montage

ancient topaz
#

i want to change this variable to true

#

linetraceon

unique falcon
#

chaps, i have an instance of a blueprint that has suddenly started being destroyed - how do i go about finding out what the reason for the destruction is?

trim matrix
#

@unique falcon check lifespan maybe ?

unique falcon
#

i've just been fiddling around blindly and found that it only occurs in certain areas of my map

#

jesus christ Kill Z somehow got set to 1000

trim matrix
#

yeah

#

I thought about that

#

but wasnt sure

#

it worked on non players

#

1000 is default one

unique falcon
#

what's weird is that i've been playing with this earlier in the day constantly, never opened the world settings in this project until after it started occurring

#

ghosts probably

trim matrix
#

yeah sometimes it does that

#

naught unreal

#

lol

static goblet
#

i have a car blueprint using a skeletal mesh. i can rotate the tires in the skeletal mesh screen but it dosnt reflect in the model thats in the scene

#

how can i do that?

unique falcon
#

the tutorial for creating the car thing is pretty good at detailing the stuff you might be missing, are you already following it or do you need a link to it?

static goblet
#

ive followed the tutorial to make the car, its driveable and works great, but i want to get a still render with the wheels turned

leaden citrus
static goblet
#

@unique falcon unless its a different tutorial ur talking about

unique falcon
#

sounds like the same one

#

you could always pause or eject mid-way through playing if you need a shot of it in-action?

rough blade
#

@spark steppe ok I think that worked, the readout is now showing 0 so I might have an error elsewhere. Thank you!

static goblet
#

@unique falcon is there a way to do it without playing the scene?

unique falcon
#

I suspect you can just pre-set some rotation values on BeginPlay

#

just to add an initial offset

upper otter
#

Does the GameInstance Exist on the Client before they Connect to a Dedicated server?

thorny marsh
#

You can think of the GameInstance as the actual process that runs the game.

#

It exists as soon as you open the Game and is destroyed when the Game is closed.

#

This is true for all network contexts. (Client/Server)

#

The GameInstance does not replicate and should not contain any RPCs/Replicated variables.

slender idol
#

Is there any way to create a FileMediaSource asset at runtime?

high sapphire
#

I asked about this over in #umg as well, but so far I haven't been able to find an answer.
I created a menu that starts as the title menu and can be toggled to a settings menu. The buttons on the settings menu are not working. I can click them, but their OnClick events don't run (with the exception of my Return to title button).

covert agate
#

hey! i need event tick for 2 things. is that not going to be possible? thanks.

cold sinew
#

Maybe Sequence node could work @covert agate

covert agate
#

Sorry, I'm a noobie. How would that play out?

cold sinew
#

try it maybe work but try to stay away from event tick

covert agate
#

ok thanks :)

rose hazel
#

Any suggestions for creating a minigun that fires when the barrels are rotated at specific angles? The barrel cluster will spin at 250 rpm and I need the gun to fire every time a barrel is at the 12 o clock position

zealous moth
amber grotto
#

unreal engine 4 can you make it recognize the ps3 controller does anybody know

covert stirrup
#

@zealous moth could be a cylinder with a masked material with hit collision attached to the buttons

#

feels like one of the easier solutions anyway

rose hazel
#

Exactly what I was thinking

covert stirrup
#

the masked overdraw is a bit wasteful so I would probably make it small rectangles to make the rendering cheaper, but thats efficiency talk! xD

zealous moth
#

hm that sounds like the easiest but not the UMG way of doing it...

covert stirrup
#

you didnt ask how to do it in umg ๐Ÿ˜‰

zealous moth
#

the other way would be to simulate it

#

ahhh!!

#

it's only for my HUD, not to be interacted with

covert stirrup
#

I am having the dreaded rotation problem. How do I fix it so that the rotation of the object is also taken into account?

#

makes my arrow face the wrong way and doesn't get calculated in the find direction ๐Ÿ˜ฆ

zealous moth
#

i think i got it: scaling it vertically and transform away to simulate it moving and shrinking

#

show your hierarchy?

covert stirrup
zealous moth
#

no no, the hierarchy, what is the parent of what

#

typically in these cases the hierarchy is wrong and something needs to move

covert stirrup
#

well I add an arrow component to my BP_Master, which is only updated when something has the ability to track, the arrow tracking works fine until you rotate the object that holds the arrow

#

So if I leave my solar panel alone, in 0,0,0 rotation it will always face the correct way

#

if I rotate my object, it won't take into account and will be offset by the amount I rotated, but still tracking

fickle kayak
#

So I game where this cross rotates - problem is when i drive my car into it and stop it...The cross continues to spin ignoring the car...Is their a way to have the car get kocked back when it touches the cross

slender idol
#

is there anyway to get the asset tools node to return an actual object reference and not an interface?

#

My packaged game keeps crashing whenever I use the above node.

covert stirrup
#

I have gotten my asset to track on the horizontal, but once I start tilting it doesn't like the change and loses tracking, anyone know what I am missing?

short pawn
#

Hey can anyone help me with getting ragdoll physics to show up in a packaged game? It shows up in the editor but doesn't in the package. I'm using 4.22

white crypt
#

tbh i dont know if it will, but worth giving a shot i guess

slender idol
#

@white crypt and what should I use it for? I'm trying to dynamically create an asset at runtime.

white crypt
#

well i just wanted to show that there are other nodes that do exactly the same. i havent done anything similar to what you are trying to do... though maybe it would stop the crash

slender idol
#

Right but I'm using the Get Asset Tools in a specific context, I need an Asset Tools reference in order to run the other nodes as well, I don't think I can simply use another node returning a totally difference data type

late shuttle
#

Why is my Fibonacci sequence code not working? Anyone see anything wrong with it?

white crypt
#

well the return value was exactly the same for me in both cases, but you probably know more than me in this case since i never played with these nodes before. sorry that i couldnt be much of a help ๐Ÿ˜„

slender idol
white crypt
#

yeah but printing the value was the same

slender idol
#

lol

white crypt
#

๐Ÿคทโ€โ™‚๏ธ

covert agate
#

Hey guys, I've been trying at this all day but I can't get it right. How would I be able to walk into a wall and be able to climb up it, then get off? thanks. I'm in Third Person

white crypt
#

it has climbing and much more, should be helpfull. and its FREE

high sapphire
#

Hey, I'm still struggling with my UMG menu (I did bring it up on #umg but so far I haven't gotten any responses so I figured maybe I could ask here)
I followed this guide (https://docs.unrealengine.com/en-US/Engine/UMG/HowTo/CreateMainMenu/index.html) to get the initial setup, then once that was working I decided to try and add more options and expand the settings submenu. The layout didn't want to behave itself, so I rebuilt it, and now the only button that works is Return. (I'll attach a screenshot of my settings menu in a second)

#

In the very first version the resolution buttons worked, now they don't. The fullscreen toggle used to be a checkbox but it never worked, and those buttons don't either. I haven't set up the sliders yet since I'm not entirely sure how to

white crypt
#

something is blocking your mouse input. do you have a background image by any chance? or a blur. something that takes the whole screen

high sapphire
#

Except my mouse input isn't being blocked, because I am able to click on the buttons and drag the sliders. It's just that the buttons' OnClick events aren't triggering anymore (with the exception of Return - that one's OnClick event triggers just fine)

white crypt
#

have you tried adding a print string at the end of each "on clicked" ? just to make sure if the input is registering

fickle kayak
#

Hey guys - How can I add a 5 second delay before my game starts. Once hit play I want users to wait 5 seconds and then gameplay commences ๐Ÿ™‚

high sapphire
#

Interesting, the strings do print

#

But the command on those buttons' OnClicked events haven't changed

white crypt
#

but you see the effect of being hovered-clicked, right?

#

for the button i mean

high sapphire
#

When I click on the button the string appears, and when I hover over the button the color changes

#

If that's what you're meaning by "the effect of being hovered-clicked"

white crypt
#

your console commands are wrong

#

its r.SetRes

high sapphire
#

Oh heck, you're right

white crypt
high sapphire
#

What about the fullscreen toggle, though? Did I set that up incorrectly as well?

white crypt
#

first you need to decide which method you want to use, console or user settings. you can set resolution in this way too https://prnt.sc/s3na6j

Lightshot

Captured with Lightshot

#

but yeah the window mode should work

high sapphire
#

Weird, because the fullscreen toggle doesn't work

white crypt
#

sec, i will open my project

#

add this at the end

high sapphire
#

Yay, it's working now
Thanks!

white crypt
#

np, glad to help

high sapphire
#

Now I just have to try and figure out how to get the volume settings working..

white crypt
#

you will need to store (save) their values. so first learn how to save a game to a slot

high sapphire
#

Because this is a uni assignment, I have to do that through C++ (the only reason I'm being allowed to use UMG was that Slate was... not cooperating, and my professor said he'd rather see a functional game than non functional)

#

Would that make that harder than by doing saving purely through Blueprints?

white crypt
#

depends on how good you are with cpp. blueprints are just faster in general because they are meant for prototyping

#

for an experienced user it would take minutes to set it up in bps

high sapphire
#

I had to teach myself C++ since my uni doesn't offer classes. I found a guide that shows how to do it both in Blueprints and in C++, but I'm not 100% sure how I'd go about setting up the C++ class and the menu Blueprints so that the menu can access the C++ stuff I write

white crypt
#

hmm, first you can try making everything in blueprints and then moving them to cpp. there is documentation for each node with a cpp example

#

but it all depends how good you are with the language in general. or you can even make your own custom nodes in cpp and use them in blueprints. for example you could make 1 node that saves/loads everything and use them after clicked or smth. maybe your teacher would be fine with it

high sapphire
#

I mean, my professor has said he'd rather I do what I can in C++ classes (since according to him it's a programming class). The only reason I got an exception for using UMG was that Slate refused to cooperate and the deadline's coming up soon.
If I follow the C++ part of this guide (https://docs.unrealengine.com/en-US/Gameplay/SaveGame/index.html), would there be a way for me to reference things from that class in the menus' event graphs?

white crypt
#

sorry but i dont know enough to give you an accurate answer. maybe people in #cpp could help.

high sapphire
#

Hm. Well, in any case, thank you for helping me with the menu

dusky thicket
#

How do we get a dedicated server to perform ServerTravel in Blueprints?

green eagle
#

is there an easy trick to see how computationally taxing a segment of blueprint scripting is?

dusky thicket
#

Blueprints come up on the profiler, although they're probably very very drowned out.

#

@green eagle Here's an example of putting 100,000 print string commands into a BeginPlay event:

#

That's available in Session Frontend.

#

Also, I have no idea what the number of calls is wrong, and a decimal number???

#

Looks like it's 1/8th the number of calls that I actually made... hmm.

#

0 to 100000 would be 100001, which is 8x12500.125 (if that's what the .1 means).

tired patrol
white crypt
#

ofc, make a struct with the variables you want

lethal rain
#

Does anybody know what Unreals External Forces variable does behind the scenes? They always use it for animdynamics and rigidbody and it has my interest. Trying to get my rigid bodies to calm down after moving my character.

lavish radish
#

Anyone know how I can put a render target as an image in the UI?

short pawn
#

Hey can anyone help me with getting ragdoll physics to show up in a packaged game? It shows up in the editor but doesn't in the package. I'm using 4.22

green eagle
#

@dusky thicket thanks

dusky thicket
#

But yeah... how do you signal (in blueprints) on a dedicated server to load a new map and transfer players to the new level (ie: ServerTravel)?

white crypt
#

@dusky thicket i can give you a listen server example if you want

dusky thicket
#

Does it involve PlayerController index 0?

white crypt
#

yeah its a console command

#

havent worked with dserver yet but thought it was pretty similar just without the client

dusky thicket
#

Yeah I'm not sure what will happen in that case.

white crypt
#

you could try and see how it goes, unless you already know how to do that for listen

dusky thicket
#

Particularly if you don't have a PlayerController connected (although the way this game is designed the load level command will only trigger when there's exactly two players loaded... it's a lobby -> game system).

#

Yeah the problem is it's a 2-player VR game, and my buddy isn't very available. Trying to "nail as much on the first try" as possible.

#

Although I might be able to drop it down to 1-player + dedicated server for a test.

white crypt
#

you surely can test that without him

dusky thicket
#

It's... rough.

white crypt
#

just by running 2 clients in the editor

#

or not?

dusky thicket
#

It's rough. VR-only. I only have one headset (unless there's something I'm unaware of).

#

(I'm on the project very late in the game.)

white crypt
#

anyways for servel travel you need to make sure that its enabled in the GM

dusky thicket
#

That doesn't work in VR as far as I can tell.

#

I just tried it. The controllers move but the VR headset doesn't attach

white crypt
#

i mean if you are trying to move 2 players to a new map it shouldnt matter how vr works. at first atleast

dusky thicket
#

It does.

white crypt
#

if you can connect to the server without vr then it shouldnt. unless you have vr issues which you want to fix and not the server travel

dusky thicket
#

I cannot connect to the server without VR.

white crypt
#

then you need to add some logic that it would allow

dusky thicket
#

It's not my project.

#

I'm brought on very late for fairly specific things.

white crypt
#

but you still need to learn ins and outs even if its not your project. i would suggest tracking down the part that doesnt allow to join

dusky thicket
#

There's a bit of hand waving going on at the moment btw.

white crypt
#

and make an exception in editor to allow it

#

probably it checks somewhere if you have a vr if not. you will need to find t hat part...

dusky thicket
#

Nope.

#

It definitely does not lol

#

Thanks for your help, though.

white crypt
#

its strange, seen games that can support both vr and none vr modes

dusky thicket
#

Yeah it's possible. This one does not.

white crypt
#

thought you would only need to add conttrols for non vr

#

well anyways sorry i couldnt be of much help. i only spent a lot of time on listen servers ๐Ÿ˜ฆ

dusky thicket
#

Don't worry about it.

white crypt
#

unreal networking in general is quite frustrating...

dusky thicket
#

Networking in general is rough. We can go on a rant of what is worse, but that would just devolve.

#

But yeah there's... quirks. lol.

#

I mean I'm probably just going to make a C++ node and expose it to blueprints.

faint pasture
#

What's the approach to dealing with a lot of fast projectiles in terms of spawning? I'm working on a system that just has projectiles as data, but I'm wondering what to do for the visualization/particles. Would I still need 1 actor per projectile for the bullet trails?

trim matrix
#

@faint pasture You could look into using niagara. One system that you'd feed your data into.

pseudo tusk
#

any idea how i can fix character launch causing a negative velocity in the z-axis(despite not having any launch velocity in the z-axis) that is causing the character to believe that it is falling? it is messing with my slots on my montages

#

example of a velocity being triggered from this node

sand shore
#

Disable gravity?

pseudo tusk
#

dunno i had the same idea but that feels a little hacky since it shouldnt be doing that to begin with

sand shore
#

Well, so you normally have gravity applied, right?

pseudo tusk
#

yup

sand shore
#

If you're not on the ground, you will accelerate towards -Z.

pseudo tusk
#

this is happening when grounded

sand shore
#

Yeah Iunno. Check the ZOverride.

pseudo tusk
#

dunno whats causing it, because i have root motion disabled as well

#

yeah i did that too

sand shore
#

It could just as easily be collision

pseudo tusk
#

its only happening on this animation

sand shore
#

you get some depenetration because of your velocity, which puts you above the ground and you fall a bit. But then -24 is absurd for a single frame.

#

I would not expect that setup to be inserting -24 in your Z component at all

zenith kernel
sand shore
#

That's pretty technical and largely more related to art...

#

but that'd be the vertex color for the vertices, in order?

zenith kernel
#

I believe the triangle should be colored?

sand shore
#

ยฏ_(ใƒ„)_/ยฏ

zenith kernel
#

if I specify the vertices in the correct order

sand shore
#

It depends on the shader

#

If your shader does nothing with the vertex color data, then, no.

#

but don't go in there asking how to use the node, you should ask them about how vertex colors work

pseudo tusk
#

vertex coloring is generally used for shading specific areas of a material/texture with a color

#

i wouldnt use it for general coloring really

sand shore
#

^

#

You'd rather get your UVs right.

pseudo tusk
#

if you've ever played super mario sunshine, everything below the water level is vertex colored for example

zenith kernel
#

Okay, a little understood, thanks

west pilot
#

How do I keep the original velocity of the player after they teleport?

white crypt
#

save the current velocity value and set it after tp?

#

smth like this should work

west pilot
#

Thanks! I'll try it. The marketplace asset I'm messing with is using launch character, is there something better to try porting in?

white crypt
#

what do you mean by porting in?

west pilot
#

Originally it was using it to launch the character a huge velocity and then stop instantly with a delay right before that node

white crypt
#

for the teleport system?

#

it was using launch character?

west pilot
#

Yeah its the dash from the free month abilities content pack

white crypt
#

you want dash velocity to remain after teleporting?

west pilot
#

Yeah

#

From before teleport

white crypt
#

umm yeah i think the example i gave you should work. you might need to add some delays and set char rotation if its facing the wrong way

#

so before you teleport your character get the velocity and promote it to a variable

west pilot
#

oh and then just call the variable and set it?

white crypt
#

yeah you get the promoted variable and set the velocity

#

let me know how it goes

obtuse thunder
#

hi im new to unreal

white crypt
#

hi new to unreal

obtuse thunder
#

how would i make widget become visible when at a certain timeframe of a game time

white crypt
#

you set the visibility of said widget

obtuse thunder
#

like between every second and it should flash for .2 seconds

white crypt
#

either by using a timer or a timeline

#

if you could describe it a bit more in detail i might make you a fast example

pseudo tusk
#

delay for 1 second -> set visiblity = true
after that, delay for .2 seconds -> set visiblity false

white crypt
#

or yeah do what he said. will work too

#

for some reason i thought that you want to use a tick so first thing that came to my mind was a timer ๐Ÿ˜„

#

probably need to get some sleep

obtuse thunder
#

Ok so I'm making a circle widget that flashes white (or any color) just like the border in Patapon https://youtu.be/hZ5JoK-0-wE?t=36

Keep the rhythm by just listen and count the 4/4 beat along the mission.
You can actually enter Fever Mode right away from 3rd measure if you hit the beat perfectly. (6th measure in this clip)
Tried to get "Veteran Opponent" trophy with no damage.
Haven't played PSP version, I...

โ–ถ Play video
west pilot
#

@white crypt Thanks for the help!!

white crypt
#

no worries, it works fine or it still has some issues? @west pilot

west pilot
#

Gotta try it really fast, stepped away from pc for a sec

obtuse thunder
#

I think another problem is that I also don't know how to find the nodes(?) that I want, I mainly make nodes by right-clicking the blueprint editor

white crypt
#

i would have said to look at light flicking tutorials, but that might be too difficult for you to implement that for a widget if you are a beginner

pseudo tusk
#

you can use the docs to find nodes or just build up memory overtime :)

#

usually they have a name that makes sense

#

so if you think you want a delay, you can search delay

#

and it can tell you info on it

white crypt
#

since you are a total beginner i would suggest looking at some tutorials and following them. you might not find the exact one you need but all of us started by watching tuts and copying them without understanding much

#

just by doing this you will get to see a bunch of different nodes and how they work.

pseudo tusk
white crypt
#

straight to jail

pseudo tusk
late gorge
#

is there a node that gets the nearest point between an actor and a capsule collider?

pseudo tusk
#

you mean the point in between?

late gorge
#

no

pseudo tusk
#

what do you mean nearest point

late gorge
#

green line is GetDistanceTo actor/actor node

#

since it's measuring between the actor locations

white crypt
#

you could get the radius of the capsule

#

/2 and - from the distance?

maiden wadi
#

@obtuse thunder Judging by the way that looks, you might just need a widget that has a fade out animation and a simple function that takes the input of a color. On function play, Apply color, set widget visibility to true, play fade out animation on widget.

late gorge
#

yeah, is that the only approach? i have interact info visibility set to the outer sphere collision, so it's a lot more precise

#

so i get an annoying overlap where i either let interaction happen without

#

the text

#

or i let the interact text happen outside actual interact range

white crypt
#

its not the only solution but its the easiest one probably

late gorge
#

with the capsule radius subtracted the difference gets smaller, but still there

white crypt
#

you are doing an item overlap which displays info or smth similar?

late gorge
#

npcs and items, yes

#

that part works fine, i just need an adjustment in my filter function that finds the nearest one

#

and this is an edge case

#

where u just barely come into range

#

of a single actor

white crypt
#

would help a bit if you shared your function, cause its getting a bit confusing for me ๐Ÿ˜„

late gorge
#

there's nothing confusing about it lol, a simple for loop, but have to set the initial threshold correctly

maiden wadi
#

@late gorge Are you looking for the vector, or still distance with the capsule?

late gorge
#

there's 2 colliders at work here, one that creates the overlapping list (that is getting filtered) and a smaller one that determines if you're in range to actually interact (the bigger one is for visibility)

white crypt
#

im too sleep deprived. my head doesnt work anymore. if you cant figure out by the time i wake up. will try to help a bit more. will stop typing here and will get some sleep. gl

late gorge
#

no, just distance between the actor (location) and the nearest point on the capsule collider

maiden wadi
#

Why don't you just subtract the capsule radius from the distance?

late gorge
#

@maiden wadi i am, i was wondering if there's a better way :D

west pilot
#

@white crypt I think I need some more BP tutorials ๐Ÿ˜… can't get what your screenshot shows, but also not sure how to give the teleport a set distance in the players current direction when they activate it

#

thanks again tho

maiden wadi
#

Not without line tracing for pinpoint accuracy, I don't think.

west pilot
#

pls get some rest too

late gorge
#

yeah i tried line tracing, the game ends up feeling worse if u do tracing

#

the camera system is complex and it just ends up being a pain to keep up with that

pseudo tusk
#

trying to blend two different slots here, upper body and whole body, what occurs however is the bottom half of the body is always inactive, except when using the whole body slot, and the upper half of the body is inactive when using the whole body slot this does not however occur when blending locomotion with it instead of the whole body slot

late gorge
#

so i went for 2 collider approach, one that updates a visible actor list, and another that filters it by range

#

the visible actor collider is on a timer, filter is on click

obtuse thunder
#

so uhhh

#

I think i understand a bit more just from tutorials and experimentation

#

whats the range for alpha/opacity for linear color structures? I think of it as 0 to 1 as a float

#

but it wouldnt loop fade when i made this bp

#

bpm is a local variable set to 120

#

so itll be 0.5s, and i use mod for game time so that it'll loop from 0 to 0.5

#

and then I also take the converted time (0.5 to do division)

#

(0 to 0.5)(0.5) so it'll be going from 0 to 1

#

every half second

#

but i want it to flash from fully opaque than fade to 0 which is why i did (1 - (0 to 1))

#

oh wait that node isnt connected woops

#

ok it still didnt work after i connected the node

marble folio
#

I do not think that modulo there does what you think it will do

#

did you check the output value of that?

#

since you do seconds % 0.5 ... which is always going to be <1 so it will always multiply by 0

#

@obtuse thunder

#

Also it is early and I can no longer read code.. ๐Ÿ˜„

#

i.e. that is the wrong segmet of code ๐Ÿ˜„

obtuse thunder
#

how do i check the output

#

is there like console.log

marble folio
#

put a breakpoint there

obtuse thunder
#

ohh

marble folio
#

on the return node

#

needs to be an executed node

#

but I think it is 0 constantly ๐Ÿ˜„

#

you can also just put print string there ๐Ÿ˜„

gloomy linden
#

printString all the debugging way

marble folio
gloomy linden
#

Why not use a timeline and adjust the playrate to increase/decrease the BPM?

marble folio
#

or that ๐Ÿ˜„

obtuse thunder
#

i am a total newb to unreal and blueprint

#

xd

marble folio
#

yeah look up how to do timeline...

#

it does everything you ever wanted and more

obtuse thunder
#

thanks

trim matrix
#

Hello guys I have problem with my system for hungry and thirsty, I did it and it works but it doesn't show how many thirsty and hungry has the player

#

so as you see here in the widget there are numbers

#

but these numbers are not showed when the game starts ๐Ÿ˜ฆ

#

how I can fix it?

marble folio
#

where do you set the text to them?

trim matrix
#

wdym?

#

the text is in the widget

#

and I did it with percent filling?

#

this?

marble folio
#

yeah that

trim matrix
#

and the bp of it ^

night river
#

Hey guys, can anyone help me out here? I am doing a layered blend of two animations to override the upper body animation. However the weapon, which is socketed to the hand, is moving as if it's still playing the original animation

#

"UpperBodyOverride" is just arms at the side, the original animation is swinging the arms as the character runs. The gun I would expect to be at the character's side as well after blending the animations

trim matrix
#

someone that can help me?

#

I think this is not the correct channel @night river , it is for #animation

marble folio
#

Well it is hard to tell what is going on there, it is possible that the widget is cropped on the right so the numbers are just not visible but hard to tell without seeing ... more ๐Ÿ˜„

trim matrix
#

ok

#

so what I need to show more?

#

which numbers you don't see? @marble folio

marble folio
#

Well you do not see your stat numbers

trim matrix
#

yup

#

idk why

#

when all is working

marble folio
#

what are the progress bars wrapped in? what container?

trim matrix
#

in size box and inside of it text

marble folio
#

I am going to have to digest that for a while

#

The widths of the size boxes match?

trim matrix
#

wdym?

#

I have team viewer if that helps

marble folio
#

Good for you ๐Ÿ˜„

#

we have discord that has screen sharing ๐Ÿ˜„

trim matrix
#

yeah the other way

#

xD

#

ok

mortal pilot
#

is there a blueprint node that waits until a boolean is true until it continues?

gloomy linden
#

No, such thing would block threads

mortal pilot
#

well not if it works like a latent action

gloomy linden
#

You could make a custom event that checks the boolean and call that event when you need it to check

marble folio
#

or create a setter for the boolean and hook the check there

narrow nexus
#

i need help with switching between cameras can someone dm and i will screenshare

marble folio
#

That is not the usual workflow ๐Ÿ™‚ what is your issue?

narrow nexus
#

sorry then, my issue is:

#

i need to switch from fps cam to ads cam but the ads cam is attached to the skeletal mesh of the optic

#

i need to somehow change the position of the cam but i cant

marble folio
#

why would you not be able to move the camera from the attach point?

narrow nexus
#

i dunno, i move the camera from the optic and try like that but it doesnt work maybe my code is broken?

marble folio
#

How do you move it?

#

Open the Optic 1 actor and move the camera forward

narrow nexus
#

its already like this but the view or maybe the optics placemnt is wrong

#

normally the optic is here but

#

what if i move the ads cam spwn to the smg instead of teh character

trim matrix
#

anyone know how to use procedural meshes but only enable physics for half of the mesh

marble folio
#

@narrow nexus your camera is inside the head... look at the representation of the camera in the viewport... what looks like a lense is the place where you are looking from

#

hm also I now understand what you are spawning, you want it to be behind...

#

you would need to spawn it and attach it to the location you want it to be in currently you are spawning it at relative 0 0 0 to the player

#

which would be somewhere in the middle of the player

narrow nexus
#

how can i see what the camera sees

#

rn it looks like this

#

but when i switch to it this happens

#

the camera is not moving with the optic

#

i cant get the right view i dont know how to

trim matrix
#

does anyone know how to make a actor that can be chopped in half

#

and how to make actors clamp to other actors

covert stirrup
#

@trim matrix https://www.youtube.com/watch?v=oIdKxYYQBdw
Looks like a good working system. This is for static meshes, probably need something different for skeletal meshes

Project Files : https://www.patreon.com/posts/30934762

Hello Everyone in this tutorial I will show you how to do procedural mesh slicing in Unreal engine 4. Using the first person blueprint. You can also rotate which way the mesh gets cut using the scroll wheel of your mouse
...

โ–ถ Play video
trim matrix
#

thanks

#

but do you know any way to make blueprints stick to each other

#

in game

covert stirrup
#

there are several ways you can attach things -- there are more options than this, it depends on what you are trying to attach ect

trim matrix
#

Does anyone know anything about attaching aactors to each other

gloomy linden
#

You can do that by Attach To

narrow nexus
#

can someone help me with my widget blueprint

#

im trying to show the crosshair when i aim down sights but how

gloomy linden
#

What is "aim down sights"

maiden wadi
#

@narrow nexus You're going to need to be a lot more specific about what you're doing for anyone to help. Presuming that the widget is the crosshair, you just.. show it when you're using your ADS. Like, on left click, do your ADS stuff and then add the widget to viewport, or set it's visibility, or however you're hiding it when not looking down sights.

undone timber
#

in blueprint, anyone knows how exactly to override an inherited component with a child of said component?

gloomy linden
#

Make a function in the parent that sets the component, then in the child override the funtion

narrow nexus
#

@maiden wadi can i dm you whem in available

undone timber
#

hmmm that wont work with instances of the actor preplaced in the map however... would it?

covert stirrup
#

I have a BP_Master structure that is referenced to many different objects, you can set defaults in the master but change the variable in the child

#

this propegates to the individual actors too

#

^ as in they are all classed as seperate with their own variable

undone timber
#

oh yes that i know, that is what i haveb een doing but i keep getting an issue with some variables propagating and updating every actor each time i update something

#

and ruining it coz some go into default when i need them not not

#

to*

covert stirrup
#

hmm, maybe showing the structure would be good then, whats your BPs look like for a specific function

undone timber
#

sure

#

Stars,Planets and Moon all inherit from BP_Celestial, however the parameters in the component (Subcelestial Spawner) are VERY different for each one

#

but if i update in any way BP_celestial, it resets the default values of any object i have placed on the map for that specific component

#

so my idea was for planet to override the celestial spawner with a child, so that i can keep the parameters better separated

#

a child of subcelestial spawner

covert stirrup
#

hard to tell without seeing a specific function you'd wanna propegate or not but this is the method that works for me

#

so I have a master BP with a load of functions necessary for the objects, I never actually place this in my level, I create children which are then used in the level IE solar panel

undone timber
#

is not a function that i want to propagate, subcelestial spawner spawns planets for stars, from an array of classes, and spawns moons for planets (using the same array but with different values)

covert stirrup
#

by function I mean a result you want to replicate

undone timber
#

oh

covert stirrup
#

so my function is the internal/external events

#

the default BP never does anything with them and thus is never in the level

#

but children of that use it all the time

#

maybe if you are using the master in the level it's messing with the defaults?

undone timber
#

i am not, basically the problem is, that whenever i update BP_Celestial or change something very small in sub_celestial spawner blueprint, this value resets back to default, for objects that i placed in the map

covert stirrup
#

I think I see what you mean

#

so with my BP_Master, by default I have one of my tracking arrows set to visible by default

#

I can press disable quickly for each object but its annoying, so in construct script I just did this for objects that don't use it

#

so the A_track_arrow_visbility is in my BP_Master, set to yes by default, but I change it to no on things I generally don't want it for

zealous moth
#

in the unreal widgets, is there a simple option for a sliding picture? I am trying to make a reticle move based on select:

undone timber
#

sigh... yeah i guess i could make hte OwnerActor be theo ne that controls the default value of the component by setting it ... just that on begin play is already full of stuff... maybe i can use contruction...

covert stirrup
#

Construction script for me has been super useful

#

its basically where I tell my thing what it is

#

think of it this way, the more that is done in construct script, the less it has to do in event graph

#

the translation is probably not 1:1 but I have a feeling it would help

undone timber
#

i understand that, just to make sure, construct ONLY runs for objects as they are saved or spawned right? does it run after the spawner sets their variables or before?

covert stirrup
#

Unsure :3

#

from what I have done in the past with a couple compiled projects, the settings in construct script hold up to the final project

#

never noticed anything losing what I set, basically

undone timber
#

so it must run after the object spawn variables are set

covert stirrup
#

I am pretty sure that the construct script propegates to the actors spawned individually in the game world, so if I have a bool with 3 out of 5 being off, it will remember that just fine

undone timber
#

floats are 32bit signed in unreal right? is there any way to change them to float64?

wet swift
#

how do I add a component to an actor at runtime in bp?

covert stirrup
#

what kind of component are you trying to add?

wet swift
#

a custom component

#

@covert stirrup it is a component that will add it to the minimap

#

also i am trying to do it from a function if possibl

covert stirrup
#

so you want to add a blueprint to another blueprint?

wet swift
#

add a component

#

to another blueprint

#

but yeah i guess

covert stirrup
#

component is ambiguous, could mean many things, so give me an example of what it is you want exactly?

wet swift
#

I have a function called "Add minimap target " it has a actor input

#

I want to take the actor refrance and add a "Trackinminimap" component too it

#

I can do this manualy but i need it do be done at runtine

#

@covert stirrup

covert stirrup
#

If your F_Addminimaptarget is in the actors blueprint, a reference to self would be enough, then you just need to setup what the trigger is for the event

#

If your function is not in the blueprint for the actor, you can cast to it using the pin from the function to the class / object

wet swift
#

alright thanks for the help I found a workaround in the minimap interface i was using

#

thanks anyway though

covert stirrup
#

no worries!

trim matrix
#

is there any way to tell if two actors are touching and destroy themselfs if they stop touching

gloomy linden
#

Begin overlap and end overlap

trim matrix
#

thanks

ionic harbor
#

i'm trying to build a level select flow for a mobile AR game. I have 5 developers, working on 5 levels, and we're staying in the same project. I'm trying to give a menu that they can use to select a map to load, and start AR session. The issue is that starting AR seems to happen on the pawn, and not the level blueprint. is that normal?

#

the resulting issue is that despite a menu level set as default and a UI widget overlayed with buttons to open other maps, the pawn is doing a bunch of stuff on its eventplay

#

(default AR pawn)

#

my only idea was to set the default pawn as another one that is innocuous, then attempt to possess the pawn on level load, but that didn't work out

tidal jacinth
rancid ridge
#

I want to use the possess and unpossess event but possess is automatically triggered at the beginning. Is this normal and if yes why? The pawn (wheeledvehicle) is not possessed at the beginning.

maiden wadi
#

If you don't want automatic possession, turn it off in gamemode by making the defaultpawnclass None.

ionic harbor
#

Authaer, how would I possess a pawn class later so its event play starts? In this AR handheldARBP the pawn effectively runs the entire level

#

because the scene is empty except for a directional light

rancid ridge
#

I just searched for "possess" in the pawn details and there was an "auto possess AI" option. Disabling it solves the problem for me

ionic harbor
#

my ideal flow is a main menu map with just an overlay and buttons that open levels. then when levels open, the pawn class changes to the AR pawn (which then creates its own menus and a bunch of other stuff)

maiden wadi
#

Hard to say. I mean if you're spawning without it, you might have to spawn it manually and then possess it when you want.

ionic harbor
#

the AR thing is messing with me because with nothing in the scene, I get confused about when code needs to run. (and that's why there's weirdness with the pawn holding all the game logic)

maiden wadi
#

I'm not familiar with AR. What do you mean when you say that starting AR seems to happen on the pawn and not the level?

ionic harbor
#

I thought that the starting AR blueprint (basically starts the camera) would happen in the level blueprint, but it is usually happening in a UI widget on a button

#

however, the pawn is the one drawing the UI widget

#

I'm not familiar with AR either (I'm not familiar with any of this, I'm contracted to get up to speed on UE4 from nothing in about a month)

tight schooner
#

@tidal jacinth except for lights, I think that's controlled controlled outside of blueprint. Try asking #graphics

#

well, I suppose there's a Set Max Draw Distance node for components. (I obviously don't have a personal understanding of the draw-distance system.)

ionic harbor
#

Here's a different question not under AR development. What is generally drawing UI elements, especially a main menu? Is it a player controller, pawn, level blueprint?

white crypt
#

i would go with controller, because sometimes pawns get re-possed and that would remove all the widgets they had

#

but you usually stick with only 1 controller

maiden wadi
#

@ionic harbor Are you asking where you should be drawing and keeping UI, or specifically what draws the UI in screenspace?

ionic harbor
#

I think the former. I can generally use the blueprints to add to viewport and create widget, but where it goes eludes me

#

The weird situation here is there's 5 devs (all of us terrible) who want to work in the same project, and have relatively separate variables. Most likely a unique pawn, controller, map, UI widgets, assets, for each one

maiden wadi
#

I'm definitely not qualified to answer that question. If I was guessing, I'd say it has something to do with the FViewport or FSceneViewport classes since you literally call AddToViewport.

#

Also, that sounds like hell.

ionic harbor
#

It kinda is right now. this isn't a game, it's a digital experience of some kind

white crypt
#

i thought he asked in which place widgets should be added to viewport

#

or im mistaken

ionic harbor
#

I will also take an answer for that hahahaha

#

I have enough problems just making widgets disappear after i click the "play" button. most of the time remove from parent doesn't remove anything

white crypt
#

if so go with pc, it can be kept in pawn ofc but its much safer just keeping it in the controller

ionic harbor
#

ok

white crypt
#

instead of removing from parent you can promote the widget to a variable and use that to remove

ionic harbor
#

ahhhh gotcha. this is the basic flow suggested in documentation, but that almost never seems to work for me

white crypt
#

hmm, as far as i remember opening a new level removes all the old stuff

undone timber
ionic harbor
#

It doesn't seem to remove the actual UI widget that this blueprint is part of though -_-

#

big ol splash screen just chillin there

undone timber
#

and this is the log it throws

#

anyone knows why the fuck is the compare node not working properly?

white crypt
#

@ionic harbor what happens if you switch places remove and open level

ionic harbor
#

lemme try that now

#

I would think removing from parent would cut off any further execution but I'll let ya know

white crypt
#

technically it should, but the widget is not removed from memory immediately. only during garbage collection

#

anyways if your previous example doesnt work i have a feeling that you are adding that widget again in the new level

ionic harbor
#

in this case it removed itself before even drawing lol

#

yeah I can see it adding somehow

white crypt
#

and i wouldnt load level inside a widget. do it somewhere else

#

and before opening a new level to be super sure you can use remove all widgets and then open the level

ionic harbor
#

the only time that I manually create the main menu widget is in the level blueprint of my main menu level, because I wanted the menu siloed off from all the logic of the level

white crypt
#

try to avoid using level blueprints if possible. add that menu inside your controller which is getting possesed while in main menu

#

and when you want to open a new level you can get player controller - cast to (your controller name) and do the logic there. meaning - remove all widget - open level

ionic harbor
#

hmm good idea, I'll try that. thanks

white crypt
#

np. feel free to ask if you have any issues doing that

undone timber
#

so anyone knows whats wrong with mine?

tight schooner
#

@undone timber Every time a particular node accesses a pure function such as Random Integer in Range, it re-runs the function. Basically it's generating a new random integer for each node it's connected to.

#

You should first store the random number into a variable so that it can be re-used by various nodes.

undone timber
#

oh shit...

#

you are right calling it for te append is going to generate numbers too

#

thus not reflecting what is going on

ionic harbor
#

Yeah I'm definitely opening up a UI widget somewhere multiple times hahaha, putting things in the controller simplified things but I'm in an endless loop of drawing menus

white crypt
#

so make sure you are not adding them again :D. you can also promote that widget to a variable and do an is valid at the beginning, if not valid add widget if valid do nothing

#

thats just a workaround, your logic in general shouldnt add it the second time

ionic harbor
#

yeah it's weird, I can't find more than one place I'm adding but it seems to be doing it quite a bit

white crypt
#

are you using the same controller for main menu and your other level?

undone timber
#

thanks renzu, ill go to sleep i have been going on at this for too long today , i am obviously being retarded and missing evident stuff

ionic harbor
#

yes tsau

white crypt
#

if so make 2 separate ones and set which one to use in each level game mode

ionic harbor
#

ahh

white crypt
#

yeah thats your problem

#

make main menu controller and in-game controller

#

your in-game controller should not have that widget

ionic harbor
#

how do I tie in game mode to that?

#

in AR I have a default bp_ARGameMode, Bp_ARPawn, and a controller for it

#

I'm thinking I need to make a BP_MainMenuGameMode, with a default controller of BP_MenuController

#

but how would I switch game mode afterwards

white crypt
#

you can set a new game mode inside the level

#

once sec will open a project

#

thats my main menu

#

and thats in game

ionic harbor
#

oh I see, under world settings for each map

white crypt
#

ofc you will need to set your pawn, in my case i dont need it

ionic harbor
#

yeah

white crypt
#

you can leave your pawn empty in main meu

ionic harbor
#

tyvm this is very enlightening

#

I'm in a hellhole right now going from web design to "make an AR app"

white crypt
#

awesome, im also a web dev ๐Ÿ˜„

#

but i like game dev more

ionic harbor
#

no time to get the fundamentals of actual UE, which is a lot easier when you have actual actors on a field

#

I was game dev a long time ago but I was very intern-y and didn't get any big picture knowledge on how games work

untold pine
#

Why some material become chrome/mirror like when placed on terrain?

ionic harbor
#

perfect, @white crypt that fixed it. thanks so much

white crypt
#

anytime, glad to help

ionic harbor
#

so much of this process is finding samples and stapling my terrible code to thme, and the process of creating a separate set of game mode/controller/pawn to keep things separate is gonna be huge

strange stream
white crypt
#

because it will damage the last one that overlapped

#

you need to make an array of actors that are overlapping

strange stream
#

And then for each loop?

white crypt
#

yeah, on end overlap you can remove it from the array

strange stream
#

And on end overlap I remove that actor from the array?

#

Ait

white crypt
#

yup

strange stream
#

Thanks!

#

Arrays always confuses me

white crypt
#

you can also do a check if the other actor is inside the array already, otherwise it will be dealt damage more than once

trim matrix
#

I have problem here but I can't see where is it

white crypt
#

what kind of problem?

trim matrix
#

check down

#

it is written

white crypt
#

you might want to delete the bind and make a new one. sometimes it bugs out

trim matrix
#

yeah fixed

white crypt
#

:>

trim matrix
#

now I will add them again carefully

maiden wadi
#

Right click and refresh nodes can fix that stuff often too.

white crypt
#

yeah with unreal you might want to do this kind of stuff from time to time. even restarting the editor can help too if anything else doesnt

late cave
#

the project setting for default tick is off, but even if I add a set tick enabled node to beginplay, it won't tick

#

wtffffff

#

where did this come from? my project is 100% blueprint

#

where the heck does Epic want you to put the game loop in a blueprint project?

#

not instance, because it doesn't tick, and apparently not gamemode either, because that can only tick in c++

strange stream
#

So I have this now and this works, but when I move and other characters begin overlapping the damage doesn't apply.
When I'm standing still it works as intended

sharp juniper
#

@late cave What does it mean for a gamemode to tick? What do you intend to occur constantly in a gamemode blueprint? It's primarily used for managing things like logins and players joining and spawning, notifications on map changes, stuff like that. Are you perhaps wanting gamestate instead?

trim matrix
#

How to Open android File Manager?

tight schooner
#

@late cave game mode BPs tick. I mean, my custom game mode does in my BP-only project.

#

@strange stream maybe has something to do with the timer being reset on every overlap. You can put it under a Do Once node, or save the timer handle to a variable and do stuff with that.

maiden wadi
#

Even still, it's not that great of an idea to be using tick in things like game mode. Being the ruleset of the game, it should largely be event driven.

sharp juniper
#

^

jade zinc
#

so anyone knows distance fields or distance field shadows can be updated at runtime?

tight schooner
#

From what I understand, it's baked as part of the mesh as a 3D texture. Maybe #graphics would know whether you can generate them at runtime but I kind of doubt it...

strange stream
#

@tight schooner have no idea how to do this

tight schooner
#

Between Add and Set Timer by Event, put a Do Once node

#

-or- right click on the data output pin of Set Timer by Event and "save to new variable". Then you can use that timer handle to check if the timer is running or otherwise manipulate it.

strange stream
#

Yea, but when do I reset it?

#

it needs to continuouslt update

late cave
#

@maiden wadi @sharp juniper so what class that I still apparently haven't managed to find does Epic want me to put the game loop in?

strange stream
#

Nevermind it worked

#

Haha

tight schooner
#

@strange stream it's looping so from what I can see in the screenshot, it'll run forever. The do-once node just prevents the time being reset

sharp juniper
#

@late cave I'm confused by what you mean by "game loop". The game loop isn't a thing you put into a blueprint, per se. It's always running. Your blueprints are hooking into it. If you want a particular blueprint to do something every frame, hook into tick events. If you want to respond to input, hook input events. You don't need to setup some overarching loop that ticks every frame and then descends into actors to process them, the engine does all that for you.

late cave
#

@sharp juniper ok, well, since epic provides gamemode, pawn, playercontroller, gamestate, playerstate, gamesession... I thought one of them was suitable for, like controlling the game... but no, it's all deathmatches and fortnites, it seems ๐Ÿ˜›

sharp juniper
#

How about we talk about what you're trying to do exactly

late cave
#

I get now why people say that UE4 is a fps dm engine...

#

A. Game. Loop. ๐Ÿ˜›

sharp juniper
#

Which does what?

late cave
#

like games have had since the 80s

#

controls the game

sharp juniper
#

Yes. UE has one.

#

Controls meaning?

#

You want a character to respond to input and move?

#

You want to join players over the network?

#

You want to load a new level?

#

You want to draw UI?

#

Be more specific

late cave
#

like spawns events, checks what events have happened, checks if new events is allowed to happen, prepares the next event, etc. etc.

#

(ugh, not unreal events... but things happening in the game)

#

I'm just surprised that Epic hasn't provided a template class for that, like it has with everything that involves a deathmatch apparently

#

like, restarting a game/level and respawning players, that i have zero interest in

#

yet, apparently still get classes and crap for

sharp juniper
#

So be specific. What exactly do you want to do.

late cave
#

everything except what you listed above ๐Ÿ˜›

#

because what you listed above has an epic provided class

sharp juniper
#

Cool. Well if you can't be specific, then we can't help you help yourself. There's no "generic overall game loop overrider" class, because the engine does that for you. If you want to do a variety of very common things -- that are not deathmatch FPS specific -- then we can talk about how to use the existing classes to do them easily. If you need some specific non-standard behavior, we can talk about how to define and build it, and hookup event-driven behavior to it.

late cave
#

I guess I come from the very old school "how to make a game in C" style of making, where every how-to included a "main game loop" function

#

but I'm really old

sharp juniper
#

The engine class hierarchy is designed to let you do anything you want to do. Actors have presence in the world. Pawns are controllable actors. Characters are player controllable pawns. Game modes define rules on how pawns and characters interact. Game states keep track of their current state. Spectating uses the concept of pawn control in that pawns are possessable.

#

I'm also old, and also familiar with build your own loop approaches, and making games in raw OpenGL, and have used a variety of engines

#

But until we talk about a specific task, what you're asking is basically how do I un-engine the engine

#

For example, if you want to check if an object is within a radius, you can use the physics system to cast a sphere and get back collision data, or cast rays, and totally operate on that level

#

But that will not exist inside of a monolithic 'check all my collisions' loop class.

#

It will be a behavior triggered on an event (or every frame) attached to an actor doing the check

high sapphire
#

Hmm. I'm trying to make it so the return button of this menu lets the player go back to moving around. But even with these nodes, the player is only able to rotate the camera, not move around the level.

late cave
#

@sharp juniper what about spawning random enemies? check how many enemies you killed? give a reward if you've killed enough... etc

#

(sounds close enough to deathmatch that there should be classes for it) ๐Ÿ˜›

#

I just feel like something's missing

sharp juniper
#

Sure. The spawning of enemies and similar logic is usually tied to a map, so that functionality likely will live in your level blueprint

#

Keeping track of enemies killed is a game state

late cave
#

wait, wait, wait... people have said to never use level blueprints

#

causes all kinds of trouble apparently, but still: what if I want to have similar rules for all levels?

#

I can't subclass a level?

sharp juniper
#

Honestly half your responses here are variations of "I don't know the engine" and the other half are just vitriol. If you don't want to use this engine, don't. If you want to learn how this engine is used, cool. But I'm not going to keep trying to help you deal with whatever bitterness UE caused you or whatever. I don't have the time or care :P

late cave
#

a better metaphor would perhaps be a DM in a role playing game... there's no default class for him? something that any other class can ask about, just like the game instance and player controller?

late cave