#blueprint

402296 messages ยท Page 450 of 403

late cave
#

SOLVED! ๐Ÿ˜›

sharp juniper
#

Cool bud. Good luck

late cave
#

thanks!

high sapphire
#

I can't quite figure out where I've made the mistake in my Event Graph, but I know I made a mistake somewhere
Knowing me it's prolly something simple that I accidentally skipped over

Yep, very in character for me. I missed something simple

maiden wadi
#

@late cave Honestly, I'd break a lot of that functionality up. You should have spawning actors that can be passed conditions that choose whether to spawn at times. Score should be kept in places like gamestates or playerstates for easy lookup for any other player. If it's single player, keep score in the controller and screw states all together. That's just a really complex question to answer without knowing exact specifics of what you're trying to do with your world.

late cave
#

@maiden wadi sure, what (ticking) class passes the spawning conditions to the actors?

maiden wadi
#

None, they'd keep their own conditions. But that's just a static spawner to keep an area of enemies full. You can pull from other classes to get scores and such if you wanted to progress the enemies based on that.

late cave
#

ok, wait... I feel like I'm missing something obvious... if an actor isn't spawned, how can it check for conditions on whether it should be spawned or not?

maiden wadi
#

The actor would be spawned. It'd just be an invisible manager actor that manages a given area.

late cave
#

ahaaa... manager actor... what I'd call... "game loop" ๐Ÿ˜„

sharp juniper
#

Checking every tick isn't necessary, you can do this entirely event-driven

maiden wadi
#

I don't really know what a game loop is, but I assumed that you meant something that was over encompassing of everything.

sharp juniper
#

Spawn on start, when actors are destroyed, state is being updated, when state is updated, use callbacks to perform logic based on updates, if update == enemies all dead, start a timer/whatever to spawn more based on conditions

#

None of that needs to be a per-frame constant busy loop

#

Pretty sure the disconnect here is just not thinking in event-driven and distributed terms

late cave
#

sure, I can think in terms of events instead of loop... but I still need to stuff all that into classes, and it just felt weird that there wasn't a "template class" for that, sort of like gamemode, gameinstance... like actormanager if you will

#

I need fire up Epic's ActionRPG example again

#

@maiden wadi @sharp juniper thanks for sticking with me, btw! ๐Ÿ˜„

sharp juniper
#

Discussion of options for global manager class implementations

lost gust
#

When i run my game its supposed to go to the camera for the already existing character model but instead it pops another one into existence thats the exact same and when i leave it gives me this error
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Blueprint: ThirdPersonExampleMap Function: Execute Ubergraph Third Person Example Map Graph: EventGraph Node: Add to Viewport

#

I migrated my level earlier for a final build but came back and played this old one and now its not working?

maiden wadi
#

@trim matrix You're going to need to be a little more specific. If you can't delete it, it's inherited most likely.

#

What is the variable, and what class type?

dusky spruce
#

Does anyone recommend Blueprint Assistant? I have Electronic Nodes already, not sure if I should switch.

maiden wadi
#

Given that that variable is Unreal Documented, I'm going to assume that it's inherited from something.

#

Actor class by the looks of it.

lost gust
#

I migrated my level from a previous project to a new one and it was based on the third person example, but when I migrated that level and all of its references. It doesnt work now, all the default code that should of been ported over is missing references that should come by default

maiden wadi
#

Not sure, never migrated files. Only thing I have to recommend is FixRedirectors or Validate.

covert agate
#

Hey guys, I made a sprinting blueprint with animations, but when I let go of W but keep holding Shift, she keeps running in place? How do I prevent this? Thanks! Please @ me if you respond. :)

#

The Input Action is Shift

dusky spruce
covert agate
#

Thanks

#

Oh, I don't think that's my problem, but it helps with another problem I have so thanks anyway! :)

dusky spruce
#

It covers a lot of stuff, including animation blending.

covert agate
#

thank you :)

dusky spruce
#

I just learned all this stuff in Unity. Now I'm trying to do it in Unreal, too.

covert agate
#

ah

dusky spruce
#

Looking at a 3rdPersonController pawn script might help, too.

covert agate
#

ty

frail wyvern
#

Hello all, quick question:

Is it not possible to see spawn level instances in the editor? I set up a quick piece of code and have the in editor call function active, and though I can see it in run time, theres nothing in the level list or in the level editor.

old badger
#

Can be a stupid question. Is possible to set on widget condition buttons? If Player have more than one character then display arrows to change between?

static goblet
#

I have a mesh blueprint ive built with a selection of assets. Is there a way to add a check box to the blueprints details panel that allows me to toggle certain objects visibility?

twilit heath
#

not with blueprints, i think

#

editor modification/customization is c++

covert stirrup
#

I am setting up my custom object channel to interact with buttons and I have made my custom "Activator_Interact" object channel

But when I set an object to be "Activator_Interact" it doesn't trigger. As soon as I set it to World_Static, it does. What am I missing?

#

The top cylinder is set to World_Static, the one below is set to World_Dynamic, but doesn't trigger

rough wing
fickle kayak
#

Hey guys - real quick help - I have an array with player score - How can I compare all values to see who has the greatest score?

#

Thans

trim matrix
#

programming

fickle kayak
#

through blueprinting though ๐Ÿ™‚

#

I have a base

trim matrix
#

its pretty easy

#

try thinking on it

#

it would help you in the future

fickle kayak
#

Do I need to run a for loop

#

comparing each value in the array

#

I am new to blueprinting so I dont know what functions to implement

white crypt
fickle kayak
#

Thank you so much :)...How would I get the player ID from this

#

Cause I binded the text block to say congratulations Player

white crypt
#

its for multiplayer?

fickle kayak
#

yes

#

its a local multiplayer

white crypt
#

um i would get each players controller and get the score from there. then you will have a refference for each controller

brazen plank
#

Any thoughts on how to make a pawn (I think that's the right word) reflect my movements as though I was looking into a mirror? I made a post on the forums,
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1747403-help-needed-with-pawn-mirroring-player-character
but either it was too complex, the post got buried, or both. I've nearly got it, I just can't get my reflection character to face the opposite direction I am.

white crypt
#

depends on how your controller is set up. just a quick example

fickle kayak
#

thank you so much

#

really appreciate it

white crypt
#

no worries, i know its just a simple example and there other ways to accomplish that. but if you know some basics you should be able to use it in your way

late shuttle
#

When I use the BP Function "REMOVE INDEX" from an array, does it also resize the array? Or is it the exact same length still??

white crypt
#

it does resize

late shuttle
#

Thanks ๐Ÿ™‚

white crypt
#

you can easily get the length and do a print string for after and before. but yeah it shortens the length

brazen plank
#

How would you set the direction something is facing based on the way the player is facing?

trim matrix
#

because it stops my execution chain

#

How might I make a simple blueprint that arrays a static mesh along an axis? Possibly with some control over offsetting the array?

#

any resources helpful

#

niagara system can do that really easily

#

you could use a grid too

#

just make user parameters so you can alter in details

#

but i'm guessing your building something

#

or trying to make a blueprint that builds stuff

uneven shadow
#

hello, trying to get this node that is shown up in the pic

#

all I get is these nodes in the pic below this text

brazen plank
#

Stupid question, but have you tried turning off and on context sensitive to see if it comes up then?

#

That check box on the top right?

uneven shadow
#

not a stupid question, but I did check it off and on

#

and didnt see the node

frail wyvern
#

Sorry, dont mean to repeat: but curious if anyone has worked with the idea of dynamically spawning level instances in the editor?

trim matrix
#

how do i make a timer?

#

trying to make a delay of 2 seconds as a condition for my branch

#

nvm might of found out how

trim matrix
true valve
#

I added an event tick in my persistent level blueprint. It doesn't execute.

fickle kayak
#

so i created my main menu and everythig works...When I use my controller to toggle through each button it never shows which is in focus - I have to guess...Waht can I do?

stuck hedge
#

I'm getting this error when opening my project: LogClass: Warning: In asset 'None', there is an enum property of type 'EDepthOfFieldMethod' with an invalid value of '(' I have no C++ enums in this project, so it should be a blueprint enum, however, when I search the content folder, i can't find an enum with this name. There is no other information in the log. How can I go about finding where this is? it may be an error from an asset pack or plugin, but without any other data, I'm not sure where to look at all for this.

white crypt
#

@fickle kayak but the selection works fine right? its only the issue with adding some visual stuff?

fickle kayak
#

yes

#

I cant tell what button is in focus

#

but everything else works

white crypt
#

you will need to change the buttons style

#

so get quitbtn, drag from it and type set style

fickle kayak
white crypt
#

so you want it to work with keyboard?

fickle kayak
#

yes

#

i mean game controller

white crypt
#

so on begin construct inside your widget get any button and type get style

#

after that promote that style into a variable

#

when you are done show me a picture how it looks

fickle kayak
#

so pull from set style and promote to variable

white crypt
#

i said on construct

#

not on click

fickle kayak
#

yikes my bad

white crypt
#

should look like this

fickle kayak
#

so take the buttons and set style?

#

guessing this would be wrong

white crypt
#

it should look like in my picture

hybrid forum
#

im very much new to ue4 and can't get my in game gun to go up and down with the camera. here is a video.

#

does anyone know how to fix this?

faint pasture
#

parent the arms/gun to the spring arm instead of the capsule

#

or to the camera if there's no spring arm

hybrid forum
#

...my gun is set as my main mesh and therefore cannot be parented

#

i should probably fix that

faint pasture
#

Show the outliner for the actor

#

er components tab

hybrid forum
#

thx haha

faint pasture
hybrid forum
faint pasture
#

K you'll want a blendspace or aim offset in that case.

hybrid forum
#

for which part

faint pasture
#

There's a million ways to do it, but you either need your pitch to drive the mesh's pitch, or have it drive a blenspace or aim offset that moves the hands/gun.

hybrid forum
#

which is the easiest

faint pasture
#

Look at how the 1st person starter does it.

hybrid forum
#

ok. i will check it out

#

looks like they have the gun parented to the camera, good to know

velvet viper
#

Is there a simple way I can just convert all the logic I have with a beam emitter to a cable component?

velvet viper
#

So like how I dynamically determine the beam emitter's length, start-end point in engine, can I convert that all easily without too much hassle to a cable component

white crypt
#

you can probably use the end location for the cable, but the start should be attached to smth as far as i remember

#

i've only done a grappling hook long time ago but in theory that should work too

vocal urchin
#

I'm trying to build a move queueing system for an RTS game (i.e., "hold shift and set up waypoints), and I'm running into an issue where I'm adding values to an input array while the For Loop is executing. I know this isn't the right way to do it, but how do you have a unit move while "listening" for the next waypoint?

#

The move queue build is the same function, just adding the result of the move calc into an array

white crypt
#

i think you overcomplicated this a bit

#

this will work fine too

#

just make sure you have correct waypoints in the array

vocal urchin
#

But...how do you start this event?

#

It's looping around on itself

white crypt
#

start it when you set your first waypoint

vocal urchin
#

so as soon as the first value is added to the array it begins?

white crypt
#

depends on how exactly you want it to work, i was thinking of what most RTS have, like in starcraft

hard tundra
#

yeah, you basically want to have it trigger any time the array size changes

white crypt
#

units start moving after the first waypoint is set

#

you can test it by manually adding location to the array

#

and just run it on begin play

#

you will see that your AI will go through all the points and from there you can improve the logic the way you want

#

your example was overcomplicated, this will do the trick too

vocal urchin
#

Alright, I'll give it a try.

white crypt
#

i could make all the logic but that might take some time and im going to bed pretty soon. but thats the main gist of it

#

will still be online for a while so let me know how it went

vocal urchin
#

It didn't. they don't move at all now lol

velvet viper
#

@white crypt I used that node and it's not working particularly well

white crypt
#

@vocal urchin show your current code

velvet viper
#

With the beam emitter I can set the attach point directly to a socket on my mesh, but when I use the cable component node I'm unable to do so

vocal urchin
white crypt
#

nope, you need to ttell which pawn

#

it will move

vocal urchin
#

oh god, duh

#

yes

white crypt
#

@velvet viper try ticking the manual attachment box

vocal urchin
#

Well, it's not a pawn. It's technically a character

white crypt
#

does it have an AI controller?

vocal urchin
#

Yes

velvet viper
#

Tried that as well and it doesn't work

white crypt
#

is it inside ai bp?

vocal urchin
#

No, it's just within the character BP

white crypt
#

@velvet viper hmm sorry to hear that, i can try and make a short demo when i wake up if you cant figure it out by then

#

im sure its not that hard just needs some testing and debugging

velvet viper
#

Ye I feel like it shouldn't be that difficult to migrate over

white crypt
#

do you have a refference of AI inside character? @vocal urchin

hard tundra
#

you might want to consider adding a controller to an RTS character

#

technically its something that has an AI that you are influencing

vocal urchin
velvet viper
#

And most of it isn't lined up properly with the actualy end points and what not

vocal urchin
#

But that was for my other movement methods

zenith scarab
#

Since you want to move the character you have the function in, you can just use the self reference as pawn

#

And you need a function to actually call the ai move to

white crypt
#

umm im pretty sure the method i have shown works but since i dont know how everything is set up its a bit hard to help further (thats for dave)

zenith scarab
#

Since for now it isn't connected to anything

vocal urchin
white crypt
#

yeah, i kinda thought he will figure out the rest

#

who is self? player character?

vocal urchin
#

No, the unit I'm moving

zenith scarab
#

You have added a nav mesh bounding box in the level right?

white crypt
#

well yeah they are stationary

#

nothing is excecuting the logic

velvet viper
#

Beam emitter is how it should be set up

vocal urchin
#

Right, I don't understand how this circular event thing is supposed to do anything at all @white crypt

velvet viper
#

But cable component is just not working at all

vocal urchin
#

No event starts it.

white crypt
#

do it on begin play

#

but populate your array manually before that

zenith scarab
#

Oh and before performing the task check if the path index exceeds the last index of the array

white crypt
#

set reasonable coordinates and it will work

#

yeah it needs a lot more conditions thats just the foundation

zenith scarab
#

If it exceeds the last index set the integer back to 0 or don't execute the move to again

white crypt
#

its up to him how he wants to set up the rest

vocal urchin
#

What's reasonable coordinates? They are...wherever they are in the world.

#

Eh, I guess on the character itself, I could set the first index on event begin play

white crypt
#

if you want them to move like in all RTs it needs more work

#

i've just given you the core of your system

zenith scarab
#

@white crypt yes it is but he needs to have a check before executing it so it doesn't fail because there is no array element there

vocal urchin
#

But that doesn't work because now they won't move again ๐Ÿ˜›

white crypt
#

nope, it always starts with 0

#

so it goes to true

#

and does nothing

#

oh its length

#

shit im too tired sorry

zenith scarab
#

Before the branch where you check the length you need to call the function to get all your way points

vocal urchin
#

Also is this thing constantly checking to see if there is an index in the array? If so, I feel like that doesn't scale well with a lot of units...

white crypt
#

no, it only repeats when waypoint is reached

hard tundra
#

its probably because its failing on the first attempt

zenith scarab
#

And for now when there is nothing in the array at the beginning it won't do anything because it won't check again

hard tundra
#

you need to trigger it specifically when you add a new waypoint to the array

vocal urchin
#

Eh, hold on

#

I am again making this too complicated

white crypt
#

it cant be any simplier i think

#

thats the most basic logic you can have

vocal urchin
#

Nah, I mean in the bigger picture of my system

zenith scarab
#

Yes what's with that

white crypt
#

maybe, this alone wont work. you need more stuff ofc like other people pointed that out too

#

but you probably wont get a full example for that system, to make it good it just takes time that no one wants to invest to

vocal urchin
#

But, they want to run back to world origin

#

So I'm guessing I need a check to stop the event

white crypt
#

you need to check if the last point was reached

vocal urchin
#

Yeah

white crypt
#

which is length

vocal urchin
#

yep, I think I can come up with that

white crypt
#

cool

zenith scarab
#

Yes as I mentioned before you need to check if the current way point is bigger then the last index of the way points array

#

If no do your move stuff

vocal urchin
white crypt
#

but you will have to spend some time adding more waypoints when the units are already moving, for now it kinda should work normally only the first time you set the waypoints without updating them while units move

zenith scarab
#

Use > length - 1

white crypt
#

or do the check before ++

#

without -1

vocal urchin
#

oh, whoops, yeah

white crypt
#

both examples will work

velvet viper
#

@white crypt Does the cable component update it's starting point dynamically?

white crypt
#

i think it moves together where it was attached

#

there are grapling tutorials online, i can find one i followed long time ago if that would help you

velvet viper
#

If it's the medel one I've used it for the cable component logic

#

I don't get why it's being so annoying, I had no issues using the beam emitter at all

zenith scarab
#

If it's attached to something it will move with it, if it ties to a location it won't update itself

white crypt
#

it doesnt have a decent swing, but the general logic should be a good example on how the attachment part should be set up

vocal urchin
#

@white crypt @zenith scarab Thanks guys, working like a charm, now.

zenith scarab
#

@white crypt @vocal urchin btw when using length you have to use - 1 every time when checking if an array index exceeds the last item because the length is always 1 bigger then the array index, since index starts at 0 and length at 1. So you need to use either index >= length or index > length - 1

white crypt
#

np, your initial attempt might have needed some work but this method should be much easier to build upon

#

yeah, luis is absolutely right

vocal urchin
#

@zenith scarab Makes sense. Still learning arrays. Having to do this here will help me remember that

white crypt
#

im a bit burned out so hard to think straight

zenith scarab
#

When you want to check to the last item it's safer to use last index an then you can use the > without a problem

#

@white crypt no problem, all fine

white crypt
#

if you are in doubt use a print string

#

use them when you have doubts in your code. best way for fast debugging

#

if you think your code doesnt work add a print string at the end to see if it reaches the end. if it does then you start narrowing down who might have caused the issue

#

also one other tip, if i were you i would use "default pawn" class instead of character

#

character is meant to be possesed by players controller and it hold a bit more logic than you need. default pawn class is perfect for AI as far as I know

vocal urchin
#

I have plans to build a custom pawn specifically for my infantry, because of everything I've read about performance problems with characters at large scale.

white crypt
#

use default pawn for that

vocal urchin
#

Right now I'm just trying to build the core functionality

white crypt
#

it has the movement compoenent as well, for example pawn class doesnt

old bobcat
#

can anyone help me figure out why my main menu map event beginplay is not doing anything at all? i cant even get it to do a simple print

hard tundra
#

where are you loading it / kicking it off from?

#

do a print event off of begin play to see if it happens at all

#

oh you are doing a begin play

old bobcat
#

i actually checked the logs and there is an error happening

#

LogGameState: Error: Mixing AGameState with AGameModeBase is not compatible. Change AGameModeBase subclass (MainMenuGameMode_C) to derive from AGameMode, or make both derive from Base

velvet viper
#

@white crypt Do you know how I can attach the start of the cable component to my player's hand?

#

I can't seem to find an easy way to achieve it compared to the beam emitter

white crypt
#

didnt it show in the tutorial?

#

or was it bad

velvet viper
#

I've tried that tutorial, numerous others plus that node you popped in before and this just isn't working at all

white crypt
#

in the tutorial he wasnt using that node

velvet viper
#

Yeah I know

white crypt
#

but the end is correct?

velvet viper
#

Literally all I want to do is convert that logic with the beam emitter

#

to the cable component so I can apply physics to the rope to make it look more like a genuine web

white crypt
#

and it looks like this

#

make sure cable is parented to mesh

#

and then set the parent socket like in my example

#

dont use "add cable component"

#

add it through here

#

because you will constantly be using it theres no need to spawn/delete it. you just need to change visibility when in use

white crypt
#

make sure the settings here are the same

velvet viper
#

They're the exact same, parented under the mesh and to the right hand bone

#

Just wont work

white crypt
#

location, roation and scale are the same as mine?

#

cause i have doubts

velvet viper
#

Yep

#

They're the exact same

white crypt
#

did you make a new socket?

#

or used a bone

#

show the whole window

velvet viper
#

I've tried with both the bone and the socket

white crypt
#

while cable is selected

vocal urchin
#

Hit a bit of a snag here...For some reason, I'm no longer able to get units to move through the queue after implementing the checks I need.

velvet viper
white crypt
#

dafuk

velvet viper
#

Yep

white crypt
#

are you running anything on construction?

velvet viper
#

Nope

#

Only thing I can think of is that it might have to do with the skel or something

#

but I haven't had any issues with it at all

white crypt
#

no, it should look like mine

#

have you changed any other settings for the cable?

velvet viper
#

Nope, that's a brand new cable component

#

literally just popped it on then

#

Don't even have any logic going on with the cable component because I got rid of it

white crypt
#

save everything and restart your editor

#

maybe its unreal playing some tricks

#

and try setting an idle animation, maybe your animbp is causing some weird sh*t

velvet viper
#

That is my idle lmao

white crypt
#

can you use unreal default anim?

velvet viper
#

I mean, if I use that it probably will work fine

#

But then pre much all of my animations are useless

white crypt
#

probably?

#

im trying to think of a solution and you already know who causes the problem...

velvet viper
#

This issue is pre much guaranteed to be with the skeleton or something

#

That's the only thing I can think of

#

that will be causing this

white crypt
#

hmm i have never encountered that issue my self

#

sorry cant help you in this case

#

someone needs to take a look at your skeli

#

check with unreal skeleton and see if you can find any obvious differences...

velvet viper
#

Decreased the cable length to .01

white crypt
#

heh weird, it can even be zero. you can also enable stiffness

#

oh but with 0 it looks a bit rough

velvet viper
#

I find it really weird that

#

The beam emitter attaches like absolutely fine

#

to my hand bone

white crypt
#

well cable is not a particle

velvet viper
#

but with the cable component, I have to attach it to a metacarpal bone

#

to get it to lookfine

white crypt
#

since i never worked with maya or blender i cant explain why this is happening

velvet viper
#

Just a bit weird that the beam emitter attaches no problem to it at the intented location but the cable attaches like up on the elbow

white crypt
#

something to do with bones obviously

velvet viper
#

Mm this cable stuff is just really annoying

white crypt
#

cable is only for visuals right?

#

or it will hold some swing logic

void rock
#

Is it possible to call a blueprint function library function from a bp that derives from Uboject?

velvet viper
#

@white crypt Purely for visuals

#

It's staying on the hand now, but wont attach to my tether point

white crypt
#

hmm then maybe you dont need a cable. you could use a static mesh (cylynder) but then it would require to make your own logic setting up the end point

velvet viper
white crypt
#

like properly scalling it so it would reach the end or make the whole rope out of static mesh segments

#

ahhh

velvet viper
#

Trying to set up that ropey physics like in the clip

white crypt
#

then yeah you will need a cable

velvet viper
#

Otherwise I'd just stay with the emitter

white crypt
#

maybe someone could help you in #animation since its mesh/anim related

#

since its a blueprint channel not everyone works with models, including me

velvet viper
#

But the issue isn't with the mesh or animation? I'm literally just trying to get the cable component attached to my tether point location

white crypt
#

but if it works fine with unreal mannequin then i asssume the problem lies within the model itself

velvet viper
#

I've gotten past that issue

#

It's literally just

#

attaching the end point of it to my tether point

#

it's not working as u can see from the image

white crypt
#

oh the end point

#

thought the start

velvet viper
#

the end point just wont line up with the tether point

#

which is where the beam emitter gets its end point from

#

i.e the side of the building

white crypt
#

need to google what tether is ;d

velvet viper
#

oh it's literally just the end of the rope

white crypt
#

ahh to attach

velvet viper
#

or spidey's web

#

yeah

white crypt
#

okay, i was planning going to bed but let me take a smoke and i will try to do it on my end first

velvet viper
#

ah alright

#

that's the tether point there

white crypt
#

do you have a vector variable for that?

velvet viper
#

yep

white crypt
#

k. brb

velvet viper
#

alright

zenith scarab
#

Take a look at this video

vocal urchin
#

I have no idea how this can be wrong...but now both my movement queueing and normal movement is borked after putting the checks in that I need.

velvet viper
#

Has no relevance what so ever, he achieved the swinging with the beam emitter just like me

vocal urchin
#

Normal movement has them going back to world origin

zenith scarab
#

You can download the project there, He also has videos braking down his systems

velvet viper
#

Like I said, he is using the beam emitter for webbing just like me - I'm trying to use a cable component to get physics on my tethers

#

Don't need anything from it

zenith scarab
#

@vocal urchin all the time or only when he had reached the last waypoint, since you still use > length

white crypt
#

show the part where you are setting the end point

vocal urchin
#

@zenith scarab when they reach the last waypoint.

#

Which doesn't make any sense, because I'm stopping movement and clearing the array

velvet viper
#

I'm gonna try something new hold up

zenith scarab
#

As I mentioned multiple times before you are referencing to a point that doesn't exist in the array because of the compare to the length of the array

#

That's why I said use last index

#

That way you get the last item not the count of all items since an arrays starts at the index of 0 and not 1

vocal urchin
#

oh crap

#

right

#

Good lord

#

That did it

#

gah, I need to go to bed lol

zenith scarab
#

๐Ÿ‘

white crypt
#

@velvet viper so the issue is that the end point is not being attached and it rotates together with your character

#

one solution would be to spawn an invisible actor at the end and attach it to that

#

not even an invisible, just an empty actor

#

you think you will be able to do that or need some help?

velvet viper
#

I'm looking at this

#

Since it's essentially using similar logic

#

attaching to an end point with the cable component

#

and using the hand as a starting point

zenith scarab
#

Show how you have setted up the set end point

velvet viper
#

@white crypt It's hard to follow along with the video because the guy intercuts everything and makes tweaks without letting the viewer know

white crypt
#

in the video you can see that he has an actor refference in the world which he attaches to

#

thats what i suggested, spawning an actor at the end point and attaching the cable to it

velvet viper
#

Ye, he is using the little hook widget at the end

#

So, if on tick

#

I spawn an invisible small cube

#

at the tether point

#

and use that reference

white crypt
#

dont use tick

velvet viper
#

What would I use then?

white crypt
#

spawn when you get the vector of the end point

#

show how you set the end point

velvet viper
#

On swing input, it linetraces out within a certain range

#

Think it's like 20 traces out or something

zenith scarab
#

And where do you set the actual end point of the cable component?

#

Since you only set a variable there

velvet viper
#

I've removed the cable component stuff

#

But essentially

zenith scarab
#

Ah okay

velvet viper
#

I was just setting the cable component's end point to the value of the vector var 'tether point'

zenith scarab
#

Ok

white crypt
#

this works

#

make an empty actor and spawn it after you get the end point

velvet viper
#

Would the empty actor be in a separate blueprint?

white crypt
#

yes

#

a clean actor blueprint

#

nothing inside

zenith scarab
#

You don't Even have to create one in the content browser you can just select actor in the class select of the spawn actor from class

white crypt
#

oh yeah true

#

unless you want to add some kind of marker later on

velvet viper
#

I don't want any marker, just want it set up like in the clip I showed before

zenith scarab
#

Yeah like a attach particle or something or a web mesh

velvet viper
#

I don't get why this needs to be so complicated

white crypt
#

yeah then like in my example just instead of test2 use actor

velvet viper
#

with different actor blueprints

white crypt
#

yeah as luis said dont make a new actor

#

use the default class provided

velvet viper
#

how do i do that

white crypt
#

...

zenith scarab
#

Instead of selecting a class you created just select the actor class

white crypt
#

luis will you help him finish it?

zenith scarab
#

In the drop down

#

Yeah

white crypt
#

i want to sleep ๐Ÿ˜„

zenith scarab
#

Haha do that xD

white crypt
#

oki. take care then

zenith scarab
#

Good night then

white crypt
#

before i go

#

it doesnt work with default actor class

#

only works with a newly created one

velvet viper
#

so i do have to create a new blueprint actor?

white crypt
#

yes

zenith scarab
#

Okay that's weird

white crypt
#

yeah weird

#

example of working with created one

velvet viper
#

in that second pic

#

what is the cable connected to

#

like

white crypt
#

the end point?

velvet viper
#

what part of the character mesh

#

nah not the end point

#

is it still connected to the player's hand?

zenith scarab
#

No it's just spawned at the actor location

white crypt
#

no, its connected to the mesh

#

the start point

zenith scarab
#

Since the actor location height is in the mid of the capsule component

velvet viper
#

so not to the player's hand

white crypt
#

i havent specifed the location

velvet viper
#

ahh ok

white crypt
#

wait i will do players hand

velvet viper
#

ye i just want to see that it will work 100%

#

and with this secondary actor blueprint

#

for the end point

#

since my player can swing from point to point

white crypt
#

works fine with hand

velvet viper
#

and each end point isn't pre defined

#

will this actor bp update every time?

white crypt
#

no, it will stay in the place were you spawned it

velvet viper
#

but the tether point updates every time the player tethers and untethers

#

so will the cable not update as well?

white crypt
#

once you theter again it will spawn a new one

velvet viper
#

and when I untether

white crypt
#

you will need to destroy the old one

#

yourself

velvet viper
#

ahh ok

white crypt
#

or set lifespan

#

inside that actor

velvet viper
#

Now I'm thinking about this

#

could you potentially

#

have the cable component

#

stay attached to the previous end point

zenith scarab
#

BTW, performance wise you can create one attach point actor at begin play or when firstly using the function, storing the actor into a reference and then when setting the new attach point location again just set the actor location to the new location using a reference to that actor

velvet viper
#

but not attached to the player's hand

white crypt
#

you can detach yeah

#

but you will need then to spawn a new cable

#

so you will have to go back to "add cable component" node

velvet viper
#

Sort of like this effect

#

You see when the player like zips forward

#

how the rope is still attached to the building but not the player

#

to give a stronger sense of immersion

white crypt
#

yeah you detach it from the start point

#

and it will stay stuck to the end

velvet viper
#

Ahh cool cool

#

In the other actor bp as well

#

do I have to put a cube in there or anything

white crypt
#

anyways sorry im very tiered. if you cant make it work try re-reading everything I said again or ask luis for help. im sure he hasnt done this as well but once you understand the engine well you can think of anything

#

if by any chance you are still struggling you can DM me tomorrow and i will help more

#

gl Luis ๐Ÿ˜„

velvet viper
#

Ah alright thanks man

#

if its not too much

#

can you send a pic of the actor bp?

#

unless ur already off

white crypt
#

its a fresh bp actor

#

i havent done anything to it

velvet viper
#

ahh alright

#

nothing in the event graph?

white crypt
#

its the first time i opened it

#

just now

velvet viper
#

oh ok lol

zenith scarab
#

To make this whole thing a bit simpler in the attach point actor just add the cable component in there so it is already attached there.
then when setting the end point in the character spawn that class and using the return value of the spawn actor from class you can set the end point of the cable to your players mesh and there the hand bone name

#

Then promote the return to a variable.
When releasing the web in the player get the variable, check if It is valid, so it means the reference is set

#

If it is valid use the variable to access the point

#

If so use the variable to call a function you need to add in the actor (the function needs to detach the end point and then after a specific delay you can set destroy the actor) then set the actor variable reference to null

velvet viper
#

Think I've got it now

#

Looks considerably better

#

than what it was before

#

I think, once I add in a webbing mat to it

#

and tweak it a bit

#

It should look good

#

@zenith scarab @white crypt Thanks so much guys, really helped me out a bunch, can't explain how much I appreciate lol

zenith scarab
#

๐Ÿ‘

sharp temple
#

anyone know how to increase the accuracy of a homing missile my one misses like 90% of the time not sure why it has to be a very sharp turn to make it hit but the ones that should hit just flies right past it

zenith scarab
#

How have you setted the whole thing up? Is it based of projectile movement?

sharp temple
#

ye it's using the velocity part and the homing

zenith scarab
#

Where do you set the homing missile stuff

sharp temple
zenith scarab
#

Why is rotation follows velocity set in the first Pic you send and now not anymore?

sharp temple
#

i'm looking on google see if peoples settings are the same

#

HomingAccelerationMagnitude if i increase it goes a lot faster more accurate but it's to fast

hybrid hound
#

my actors are somtimes spawning in the ground, ive overwritten the "Choose Player Start" in the gamemode to this but for some reason actors still sometimes dont spawn there

sharp temple
#

@hybrid hound if it spawns you in the map in the centre or what ever it could be it's ignoring the spawn point i had issues when my projectiles would spawn under map centre

hybrid hound
#

any way to fix that?

sharp temple
#

well with me it was ignoring the get socket location so maybe try changing what it spawns on?

zenith scarab
#

When spawning an actor there is a flag called collision... There you can select ignore all, spawn actor

sharp temple
#

not sure it was a very long time ago i had the issue

zenith scarab
#

@sharp temple play around with the acceleration and also the interpolation timen

#

Maybe use a lower acceleration

sharp temple
#

i want the same speed it's set i just want a more accurate speed the lower you set it the slower it rotates

#

thanks man i will mess around with it

maiden wadi
#

@sharp temple Seen this thread issue a lot recently and it's embarrassing how many people resort to tick or timers to solve this. All you need to do is set a max speed, and a high homing acceleration magnitude. The projectile will still correct and turn itself quickly, but it'll never move faster than your max speed.

sharp temple
#

does setting the velocity for the speed count as what you said too?

#

or does it have to be the max speed

maiden wadi
#

The homing magnitude will just add to velocity. You need to cap that with max speed.

sharp temple
#

ok will try now

#

initial and max speed doesn't do anything maybe because i don't have defaultsceneroot?

#

velocity only gets the rocket moving

maiden wadi
#

You do though? That Skeletal mesh named missile is your root.

sharp temple
#

the root is gone isn't it? because i replaced it with the missile

maiden wadi
#

The root is just the base of the hierarchy. What you got rid of was just a SceneComponent.

sharp temple
#

oh ok

maiden wadi
#

Here.

#

There's a screenshot of all the settings I changed in a quick test to remind myself how that worked.

sharp temple
#

you got velocity with max speed?

maiden wadi
sharp temple
#

isn't it 1 or the other

maiden wadi
#

That's the rest of the test

#

And no. Velocity is just the starting speed. You can do the same thing with initial speed if Velocity is normalized. Max speed will just slow the missile down

sharp temple
#

oh velocity is just a boost for the start?

maiden wadi
#

For example, I have 1500 velocity there. But the moment I fire the missile, it'll slow itself down to 1000.

sharp temple
#

ok that is MUCH better lol

#

right in the centre every time

#

thanks so much man ๐Ÿ˜„

maiden wadi
#

Anytime. Had that frustration myself a couple weeks ago.

sharp temple
#

lol i just ignored it for a few months now it just got a pain watching it miss all the time lol

maiden wadi
#

It's pretty annoying reading about it. A lot of people resort to checking distance to the target on tick, and if it's close enough, they cheat interp the missile there. Looks funny when the missile just suddenly takes a sharp 90 degree turn. The most I'd do on that is set max speed based on distance and let it slow and speed itself up based on distance and maybe a dot product facing.

sharp temple
#

or let it choose it's own path like them smart ones that instead of going into a wall it goes over and you see them games that have them big ass missile trucks them missiles go really high and very far

#

basically what people use anyways the choose it's own path but there is other ways...

covert stirrup
#

Good morning everyone!
I have a problem with my collision_Box not detecting my custom object trace. When I set it to the defaults, say "world Static" or "world Dynamic" it will trigger BeginOverlap, but my custom will not. Is this intentional or am I missing something?

hazy pollen
#

hey question related to testing in blueprints is it ok to add functional tests in normal level, and each time you want to test you create duplicate of a level to (FTEST_). and run it? And if this is case will test be automatically excluded from release builds?

covert stirrup
#

you can tell it what maps to exclude in builds

#

so you can have a master testing level that doesn't come with the final game

hazy pollen
#

I dont wanna exclude maps but test objects in level

covert stirrup
#

you were talking about duplicating a level and then running it, so you want to do that in the released build?

hazy pollen
#

No that part is only for testing and running means running through Session Front-End

covert stirrup
#

don't know then, thought I answered it by telling you your duplicate levels can be ignored, so if it's not that then no clue

maiden wadi
#

@covert stirrup By trace, do you mean like line traces and mouse clicks?

covert stirrup
#

hey @maiden wadi I managed to figure out what was wrong, it was a misunderstanding on my part, I had my default response set to block, so it would never technically be overlapping -- whoops!

maiden wadi
#

Block should also allow overlap if you're allowing query and physics collision I think?

covert stirrup
#

hmm let me retest!

#

@maiden wadi sweet, thanks for making me recheck, think I now have it so I don't need custom collision boxes / spheres

#

previously got it working but things were falling through other objects because it was an overlap set, fixed ๐Ÿ˜„

maiden wadi
#

Collisions can be a little tough when first messing with them. Just remember that if your overlap isn't working make sure you're Querying on collision, and if block isn't working, make sure you've got physics enabled in collision. When in doubt, turn them both on. Then make sure the other object is blocking the right channel. Also a lot of traces won't detect objects set to overlap if I recall correctly. Most things like mouse clicks, line traces, stuff like that only works with a block, but other things like SphereOverlapsActor work with overlap.

ancient heath
#

what caused it?

ocean radish
#

renamed a level name?

#

try a save all and try again

ancient heath
#

I hit save all more times than it makes sense

#

anyway, if I'm reading this correctly, the game tries to go to "World" level

#

just tried playing via "Standalone game"

#

yeah it moves to World level for some reason

#

it keeps trying to move to whatever I have set as default game map

maiden wadi
#

That's supposed to happen when your level open fails.

ancient heath
#

it fails miserably though

somber linden
#

Is the name correct?

maiden wadi
#

Check name, Validate, FixupRedirectors.

ancient heath
#

switched default map to L_Catacombs_04 just to test it

somber linden
#

03

#

U have typed 3

ancient heath
#

yeah that's in blueprint

#

it pretty much ignores what I have in blueprint

somber linden
#

Do a fix up redirect

ancient heath
#

I switched it in project settings and it tries to go there

#

let me try that

#

on Levels folder?

somber linden
#

Yeah

#

On everything maybe

ancient heath
#

still the same

somber linden
#

That is weird

ancient heath
#

did it on everything as well. Nothing changed

#

yeah it is

#

I really don't want to recreate the whole project. I have it on perforce server and 5 poeple working on it

somber linden
#

Do you have that thing in gamemode on, i cant remember the name, but it is seamless travel or something

ancient heath
#

uhh, no. Didn't know there is such a thing

somber linden
#

I dont know, but i had some issue when that was on in pie

covert stirrup
#

@maiden wadi thanks man your super helpful! It is so far working 100% things are no longer freaking out, and should be scalable now for the rest of the project (obviously will break again at somepoint though haha)

ancient heath
#

I don't understand why it "kinda" works when I play the game in "standalone game" mode. It still moves to default map...

somber linden
#

Because if it cant find the level it tries to load default map i believe

ancient heath
#

I created a new level and it works with that one

somber linden
#

Someone said so earlier

ancient heath
#

seems like it. But why ._.

maiden wadi
#

Oh.

#

I think I realized why.

#

I can't believe I didn't think of that when you said you moved them.

#

Go into the levels and rebuild them.

marble folio
#

Oh does that help? I had issues after renaming my persistent level recently and did not think of that..will try ๐Ÿ˜„

maiden wadi
#

It's usually either that, or there's something in the level that isn't compiled right.

ancient heath
#

nah, the issue remains

maiden wadi
#

This is singleplayer?

ancient heath
#

yeah

maiden wadi
#

Can you make a new copy of the level, go in and delete everything in the world outliner, build, then try to load the new one? Instead of kicking you back to the main screen it should just stay black.

ancient heath
#

I duplicated the 03 level, named it "the_copy", edited Open level node to go there instead

#

deleted everything it had before building it

#

and it still failed

#

feels like there's bunch of mixed up paths/references/idk under the hood and I have no idea how to deal with that

#

I might end up recreating the levels

maiden wadi
#

Hmm. Does it work with a newly created level?

ancient heath
#

yeah

#

it does

maiden wadi
#

Fix up Redirectors on the entire project or building the map again should fix this. I got nothing.

pure tulip
#

Hey, does anyone know how I could potentially open my AnimBP without compiling? I've gotten myself into a bit of a situation where if I compile my blueprint it'll crash my engine, but if I open it to fix the issue, it compiles.

ancient heath
#

I did both and sadly it didn't help

#

unless I did the redirectors fix the wrong way

#

I just selected everything in Content folder

#

and did that

maiden wadi
#

@pure tulip You might be able to get an older version of the blueprint. Let me double check where those are at.

#

And no, you did that fine. Unless you can also right click on the Content folder and do it there, but I don't see how that would change anything.

ancient heath
#

yeah I couldn't

#

uhhh, I wish I figured out how to fix this at some point

maiden wadi
#

@pure tulip Do you know how to get to your source files for the project?

ancient heath
#

for now I'll just remake the levels I suppose

pure tulip
#

Source files? Like the content but not inside the engine?

maiden wadi
#

@ancient heath Copypasting the content from the world outliner might work to speed that up.

#

@pure tulip Right.

pure tulip
#

Yeah

maiden wadi
#

Go to the main folder for your project, then the Saved folder, then Backup.

#

See if you can find an older version of your animbp class name in there.

pure tulip
#

Ah, I think I have. TY. I thought I dun did messed up

somber linden
#

Could try removing underscores?

ancient heath
#

didn't know I can copypaste stuff between levels. Thanks ๐Ÿ‘

somber linden
#

Im just taking a wild test

ancient heath
#

^ you mean on my levels?

maiden wadi
#

Yeah, on the names.

ancient heath
#

yeah trying that now, give me a sec

#

what the fuck

#

that worked

maiden wadi
#

Interesting question in that regard...

somber linden
#

Aha!

maiden wadi
#

I wonder if it was the renaming or the underscores?

somber linden
#

Im a genius

ancient heath
#

I'm speechless

#

it had to be

#

it didn't work right before I changed that

maiden wadi
#

What about renaming it back to with underscores though?

#

Just wondering if it's the renaming process, or literally an issue with underscores in naming.

ancient heath
#

hm, I renamed L_Catacombs_06

#

to cata_6

#

and it still worked

#

I don't know anymore

maiden wadi
#

So, tldr, if you move your levels, rename them at least once and maybe back.

ancient heath
#

renaming them back to original names screwed it up

somber linden
#

The fuck

maiden wadi
#

I still feel like that has to be a redirector issue then. I don't know enough about the way UE4 handles those to say though.

ancient heath
#

yeah so do I

maiden wadi
#

But hey, at least renaming it works. Good thing to keep in mind.

ancient heath
#

yep

#

just to really make sure I renamed target level to M_test_21 and it worked

#

so it has to do with the original names and some paths/redirectors/something

#

I didn't know ue4 has such a mess beneath the surface when you move stuff in content browser

ocean radish
#

Yea defo a redirector somewhere still pointing to the wrong place, did you try reopen the editor?

#

might be a problem with how it handles it in memory not getting changed properly

fleet sandal
#

You just need to restart the editor. If that doesnโ€™t work, nuke /intermediate and let it regenerate. The folder contains temporary file, which is why you canโ€™t rename something that once existed. For it still exist.

warm flax
#

how come when i make a BP of my character c++ class i get a ton of extra stuff i dont want, i only want the components ive made in the c++ class, is this some setting? its breaking everything and i cant delete the stuff its added

dusk prairie
#

guys know anyway to open uexp & uasset file and export text from them?

zenith scarab
#

@warm flax that's because of the character parent class

warm flax
#

ah ok, so id have to make it a pawn?

zenith scarab
#

You have to reparent your c++ class, I would use the defaultpawn as new base class instead of the pawn class, since the default pawn also has a movement component

#

You can either create a new c++ class based on default pawn

#

Or you can try to reparent it manually in visual studio by changing the includes and parent call functions

warm flax
#

i cant just change the : public ACharacter to : public APawn?

zenith scarab
#

As I said I would use ADefaultPawn and instead of ACharacter and include DefaultPawn.h instead of character.h

#

You can try to

solar needle
#

Do i have to turn blueprint to c++ ?

#

I dont know anything about c++

zenith scarab
#

?

ancient heath
zenith scarab
#

You can use Set game paused xD

#

Then it freezes everything

ancient heath
#

I still need to rotate camera and control bunch of different things

zenith scarab
ancient heath
#

oh I saw this somewhere but forgot to get back to it and actually watch it

#

thank you

zenith scarab
#

๐Ÿ‘

#

@solar needle what do you mean?

ancient heath
#

well okay honestly this IS what I asked for. It would freeze an enemy that's jumping in mid-air. But I won't be able to play an animation on his mesh without having him fall down

zenith scarab
#

You can set the velocity to 0 and also the gravity scale to 0 that way he stays mid air @ancient heath

#

And in place

#

But enables you to let you do all you want

maiden wadi
#

@solar needle To fully answer your question, you can turn blueprint into C++ by nativizing it, but that's for performance things and is not necessary to do. If you're working with blueprint, you never need to touch a line of C++ code. Although I would strongly recommend learning good programming practices in general, they still strongly apply to blueprint just like any other coding/scripting language.

ancient heath
#

@zenith scarab great, thanks ๐Ÿ‘

covert stirrup
#

question, are collision channels generally buggy? I feel like I am getting different results with the same selections

dry tundra
#

Is there a way to debug with Standalone Game Mode? Server Travel apparently only works in Standalone Mode which makes it really hard to fix bugs without breakpoints working..

gloomy linden
#

Standalone Game Mode?

#

There are several build options, i.e. for distribution and for debugging

maiden wadi
#

@covert stirrup Can't say I've ever had a problem with physics channels. They've been incredibly reliable for me.

dry tundra
#

@gloomy linden I am opening the editor through start a Debug Instance in Visual Studio trying to debug Blueprints when using Standalone Game Mode. Visual Studio Breakpoints would probably still work but the Blueprints Breakpoints dont.. (All Debugging, not only Breakpoints)

unborn lantern
#

Hi, I created a new UObject as a Blueprint, and I want to use it to spawn actors, I tried to add the "Spawn Actor from Class" node, but its not available in this graph. Any idea why?

supple dome
#

Can i override the world context object of a node? i dont want it to be self

#

because it doesnt override GetWorld() @unborn lantern

#

but you can only override it from C++

unborn lantern
#

so the only solution is to ask another class (exmaple my player controller) to do the spawn? or to have this UObject be a AActor instead?

supple dome
#

both solutions work, the third solution would be overriding GetWorld() in c++ to return the outer object

unborn lantern
#

pity, I wanted to encapsulate all in my class

#

@supple dome get outer object is availble in this graph

#

but still I cannot use spawn actor from that

supple dome
#

it will only appear if you override GetWorld from c++

maiden wadi
#

@trim matrix I'm confused. If the second actor didn't spawn, they can't communicate. The second one shouldn't exist.

unborn lantern
#

ok thanks a lot @supple dome for the explanation

supple dome
#

im having the same problem right now actually, i want to feed another object as a world context to a function, yet it forces it to be self

unborn lantern
#

@sage echo for simplicity I decided to have my player controller spawn that, so I create a function in it, called by my UObject BP

#

its not very elegant, but ok

maiden wadi
#

@trim matrix And you need which one to talk to which?

#

Where are they in relation? If they're close, you can use sphereoverlapactors and filter by the first one's class. You can line trace, You can store the reference for the first one somewhere else and set a variable in the second one on spawn so it already has that reference. Line traces. Uhhh what else... Collision or overlap if either are moving.

#

In general, I suppose if you're just testing you can use GetAllActorsOfClass, but bear in mind that's not a good implementation if you're going to be having a lot of actors in scene.

unique hollow
#

How could you do it so that whenever you pause, all sounds are paused aswell"?

jolly pumice
#

Hey guys! I have idea, that should be awesome, but there's really no info in google. Is it possible to have text inside of material? Like spawning item with it name for example.

unique hollow
#

@jolly pumice wdym

late gorge
#

can you disable an actor being a navmesh obstacle @ runtime?

jolly pumice
#

@unique hollow i thinked of dynamic price changes in potions, depending of many factors. I wanted to make it visible on item, what's exact vaule.

#

It's round bottle in many cases, widgets can't do ๐Ÿ˜„

unique hollow
#

hmm no idea then

patent ermine
#

I'm using the LoadLevelInstance node, how can i make sure that a level is loaded and visible before continuing execution of the blueprint?

jolly pumice
#

@patent ermine not 100% sure, but loop checking, if success best option

#

I don't know if is there an option, to wait for level fully load, it's hardware dependant

patent ermine
#

@jolly pumice Yes thank you for your suggestion. That is exactly the issue. I can add a delay of lets say 10 seconds, and it works fine. But thats a hard coded delay, for some it may take 15 seconds, and at that point everything is broken. I'm sure there is a way to determine if its loaded or not.

jolly pumice
#

@patent ermine delay is not really solving solution, more like workaround ๐Ÿ˜‰

#

Maybe you should make new level start, that can mask parts not loaded yet

patent ermine
#

@jolly pumice yes you are correct it's a workaround. The problem is that i need access to some actor in that level as soon as it's loaded, but i just dont know when its loaded, hence the delay ๐Ÿ™‚

jolly pumice
#

hmm, maybe make on beginplay for that actor, something that "flag" him

solar needle
#

Do creating variable are nessesary when entering value ?

jolly pumice
#

@solar needle no for maths

solar needle
#

?

jolly pumice
#

Where do you need this value?

solar needle
#

For entering in vector data. Or other stuff that need it

jolly pumice
#

If you have vector, you can add manualy, int, float, another vector, wichout creating new one ๐Ÿ˜‰

solar needle
#

So creating variable arent nessesary ?

jolly pumice
#

no, you can just hardcode by typing values

solar needle
#

Do variable can be changed ? If do. Which priority it will be use ?

#

Like you make 2 fungtion but it will effect value of variable

barren rain
#

So I've been wanting to get IK's to work in my Climbing System, It's been a little bit of a fight, but got my hang and shimmy down. So now I'm doing the IK part, but all I get is that my character ends with his Hand in his own ass. I've tried going over it a couple of times. But i Think I'm going blind by now.

I would love to get some fresh eyes on this and maybe get a solution for the problem.

jolly pumice
#

@solar needle You can change variables, unless stated as read-only. When you call function it will change values, they will work in order you called them. First begin play, then tick every frame.

ancient topaz
#

Hello everyone! I need advice. Can you tell me, why a my companion character don't teleport to my character in all place? One time he is telepot to me, one times not. But i make check for teleporting to me and check to show me all is ok. Here is my code/

solar needle
#

@ancient topaz teleport to where ?

jolly pumice
#

@ancient topaz is string visible?

solar needle
#

Get world instead of get player ?

ancient topaz
#

@solar needle Any where. where my character walking. But it is a open map, clear. No building

solar needle
#

?

#

Who teleport who ?

#

You mean teleport to other player

ancient topaz
#

Dog all time walking whit me. but some times he going to something doing. And i need my dog call. A press "I" and my Dog telepor to me

#

Dog is AI player

#

Like a Horse in Witcher

solar needle
#

Your dog character is not player is it ?

ancient topaz
#

no

solar needle
#

Its not get player character.

ancient topaz
#

AI controling

solar needle
#

Do the dog located on different bp ?

#

If do then use casting.

ancient topaz
#

Yes

solar needle
#

Cast

jolly pumice
#

just go with set actor location, no teleport

#

you can tick teleport btw. ๐Ÿ˜„

unique hollow
#

Is there any node for Ray-Tracing so I could potentially add it to a options menu as a turn on/ turn off option

ancient topaz
#

@solar needle What i need write in Object?

solar needle
#

@jolly pumice but his dog is other bp character

jolly pumice
#

If you have reference for it, there's no problem

solar needle
#

@ancient topaz well try to set character loc.

jolly pumice
solar needle
#

@jolly pumice what the difference between using cast ?

#

Not talking about teleport btw

ancient topaz
#

this is not working

jolly pumice
#

in simple form, when you need something class specific, it needs to be casted, some nodes return just name of object technically, that's why there's casting

#

@ancient topaz take off teleport, lerps, cast

#

just get doggo, drag from its pin to setactorlocation

solar needle
#

@ancient topaz just use antares312 image

#

@jolly pumice what is the purpose of return node ?

jolly pumice
#

@solar needle to make return conditions, most usefull in interfaces. When you for example make function, to return value of item, you can make it output pin, so there's no need of saving it as a variable, you can just use it directly

ancient topaz
#

@solar needle @jolly pumice Thank you!!!!!!

#

All is working!

jolly pumice
#

Glad to help ๐Ÿ˜‰

#

@ancient topaz a little advice, do you really need all those bools? ๐Ÿ˜‰

ancient topaz
#

@jolly pumice And one question. When i used AnimNotifyBP can i making Cast?

#

in AnimNotyfy State

#

Because here is 3 function? Begin, End and Tick

jolly pumice
#

Well, you can almost always cast, better question, if you need to?

#

Just make hardlinked ref, if used once, much simpler to do

ancient topaz
#

Ok, i want to make somtihng like this. I make a animation. And i make BPnotify. When this notify working - In NotifyBP making linetrace code and cast to charater. I want to make a simple way to making Eventtick whiteout cheking.

upper adder
#

Nvm didnt check use pawn rotation

ancient topaz
#

But i dont know what write in OBJECT

jolly pumice
#

get it somehow

#

do you have one dog?

#

Or you're reusing bp for other dogs?

hardy merlin
#

I have a primitive component. How can I get the point that is the bottom center?

#

Is there a function for it? I can get the minimum point by doing Component->Bounds->GetBox()->GetMin() but I'm wondering if there's a way to more easily get the center of the bottom face.

sand shore
#

You could get the bottom center of bounds but that's not always going to be the bottom face

hardy merlin
#

What would be the formula for that?

sand shore
#

but you do need both the min and max extent

#

Z value is Min.Z

#

X/Y are the midpoint of max.x min.x

hardy merlin
#

Ah I see, I can compose the vector that way instead of doing math.

#

I wonder if there's a way to do it with projection so it obey's the actor's rotation/space.

sand shore
#

You would still do math

#

Also no

#

bounds should be axis aligned

hardy merlin
#

Here's what I have so far. ```if (UPrimitiveComponent* ShapeComponent = MyVisualizer->FindComponentByClass<UShapeComponent>())
{
FBoxSphereBounds LocalBounds = ShapeComponent->Bounds;
FVector Extents = LocalBounds.BoxExtent();
// Align the extents to be vertical and negative.

    Extents.X = 0;
    Extents.Y = 0;
    Extents.Z = Extents.z * -1;

        // Offset by visualizer Z extents.
    VisualizerTransform.SetLocation(VisualizerTransform.GetLocation() + Extents);
}```
simple tiger
#

Can anyone tell me whether its possible to use JsonObjectConverter in Blueprints?

tiny brook
#

Hello! I'm trying to bind my widget slider length to the number of frames in an animation, and have the slider display the frame of the animation as it plays. I have a widget that has some other controls already set up (play/pause/ fast forward etc). Can anyone give me a hand? Thanks!

maiden wadi
#

Possibly. If I read right, you're trying to control an animation via a slider. Haven't done it, but it sounds simple, I think.

tiny brook
#

I can already control the animation via a slider.
What I'd like to do is have the slider adjust the number of values available for scrubbing to the number of frames, and display the frame number it is currently playing

#

For example, I've got two animations. One has 100 frames or so, the other has like 10. The slider works for both, but the anim with 100 frames plays the whole length of the slider, while the one with 10 frames only plays for the first bit of the slider. I'd like both animations to play along the whole length of the slider. I'd assume that means dynamically altering the slider's values base don anim length. I'm just not sure how to go about doing that.

maiden wadi
#

Sounds like you need to get the length of the animation and set the... whatever it's called. The max slider value thing. Haven't touched UMG in a few days.

#

Lemme look.

#

Actually, where is your one for 100 set? Is that at 100 or 1? 1 is the default if you never changed it.

tiny brook
#

It is bound to a Get_Animation_Timeline_Value function

untold pine
#

Any clue about how to use a shape other than a box to use it instead of "BoxMask-3D" in material function?

tiny brook
#

I think this'll work if I can get the animation length as a float value somehow from the character BP

maiden wadi
#

@untold pine Not a clue. Haven't touched material stuff much. People in #graphics might be able to help with that though, bit more of a 'materialistic' channel.๐Ÿ˜‚

untold pine
#

yeah maybe so, didn't think about it as in more graphics

#

yeah 3d modeling & material is not my thing either ๐Ÿ˜†

maiden wadi
#

@tiny brook What is that function setting in the third person character?

tiny brook
#

Which function?

maiden wadi
#

SetNewAnimationSequence

#

I don't see it in Character, I assumed it was a custom function.

tiny brook
#

OH its setting a specific animation asset, not anything from the character

thin spear
#

Hello everyone! I have a question.
I have some billboards of object and I also have prerendered object edgel lines which I want to draw on top of these billboards so objects stay visible when occluded. I've tried rendering to customdepth and using the result in a postprocessing step, but then I loose the opacity information the lines in the texture had which results in just very bulky ugly hard lines. Does anyone know a way to render this material in a way to preserve my opacity values and always render it on top? See the image as a reference for what I'm trying to achieve.

maiden wadi
#

@tiny brook Hmm. You could set the Animsequence as a Variable. This would let you get the length from the animation and also set it from that click.

tiny brook
#

Hmm ok, I'll try that

maiden wadi
#

@thin spear That is very likely either a #graphics question if it just pertains to a material, or maybe #visual-fx if it involves magical shaders.

tiny brook
#

huh now its stopping there for both anims

#

interesting

thin spear
#

@maiden wadi ah thanks. Since I was using material blueprints to create this I figured this channel would be appropriate

tiny brook
#

Ok, so I think I have an idea. Here is part of the BP that controls all the UI keypress events. Here, it uses an Anim Sequence tied to my first animation to determine everything. Maybe that's why its not working in the widget?

#

Here it sets the play length for this whole BP, so maybe something with this needs to change?

maiden wadi
#

@thin spear Blueprints is more game programming. The Scripting side of C++, Material editors and such are similar, but very different.

hazy igloo
#

Code without a comment is bad code ๐Ÿ˜‰

maiden wadi
#

It's good practice in large projects so you can reminds yourself what you've done. Even better in multi person projects.

hazy igloo
#

Yes. But I use colors for nested loops (bad code), math, ... I use a lot of colors... ๐Ÿ˜„

ancient heath
#

uh, probably one of newbie questions. My character can enter a room by using doors or by using a teleport. I want him to be invisible at the very start of a level if he uses a teleport. I don't have him placed in the level though so I can't get a reference in level blueprint. What's the best approach here..?

#

(by room I mean a separate Level)

covert stirrup
#

Orange = fix something xD

hazy igloo
#

Green: Perfect code!

#

Purple: Math. Perfomance issue possible. Results can be wrong ๐Ÿ˜‰

#

Do you recommend other plugins for blueprint programming?

maiden wadi
#

If your results are wrong, you should rewrite it. O.o

ripe moth
#

I have an array of widgets whom contain the information i need to fill out my struct here. What would be a good way to access that.

maiden wadi
#

@ancient heath Could start invisible, and make the character visible when you need?

hazy igloo
#

Math can be complex. The results can be correct but the scope to great and so on

ancient heath
#

uh guess so? I have custom event set in character's blueprint for the "teleport in" effect where he should become visible again

#

but that pretty much produces the same problem

#

how do I call that event

maiden wadi
#

When do you want the character to be visible after the teleport?

ancient heath
#

like 2s after he enters the level

maiden wadi
#

Then just make a timer on beginplay.

ancient heath
#

what if he enters the room the normal way

#

does character blueprint hold any data after he moves to the next level?

#

or can I make him keep it

maiden wadi
#

What's the difference in gameplay between teleport vs the door? If the other side of the door is a new level?

ancient heath
#

teleport is basically a trigger box volume that starts an effect on him and makes him visible. After a delay I call Open Level node and he appears on teleport pad on another level. I intend to make him invisible at start and become visible after effect ends

#

well the door is a box trigger as well

#

I just want him to appear in different place of the next level

#

visible right away

ripe moth
maiden wadi
#

@ancient heath Gotcha. Uhh. That's honestly a hard question. I mean the simplest way is to make savegame objects and just savegame before the level transition. Or maybe not the simplest so much as the more traditional. Another way is Gameinstance, you can keep a bool there. On player character begin play read the gameinstance bool or Savegame bool. Either way it's the same. If false, set location to door and visible, if true set location to teleporter thing and hidden. The third way is only a possibility but maybe. You might be able to pass parameters to your OpenLevel, use the parameters in the level beginplay to set the location of the PlayerStart and maybe make a field there that overlaps the player on spawn to set him invisible on the teleporter pad once, then stops working.

#

There's quite a few ways to handle that. Most of it just comes down to your workflow and how you want to handle it based on your game scope.

ancient heath
#

I'll look into all of that. Thank you

covert stirrup
ripe moth
#

How do event dispatchers even work? I've watched the HTF video a few times but they are still not what i think they are.

covert stirrup
#

I will use what I have as an example

#

(ignore the error, this is an older version thats easier to read)
so in my button, I have "Is Active", when yes send a message to all objects linked to button, which then adds to a counter.

When button is active, once it will send a final message to the button to be a fail safe to assure the object knows that button is off 100%

ripe moth
#

I'm under the assumption that event dispatchers work as a way for your blueprints to communicate with eachother.

covert stirrup
#

yea, so rather than casting a reference every tick, you can cast when a button knows its meant to be doing a thing

ripe moth
#

hmm

#

so

#

where do you put your event dispatcher

#

at the target or origin blueprint

covert stirrup
#

so my "equipment" in this case my battery is told hey you are bound to this button function and when its active "call button function" and cast to the button and check its active to do the internal function

#

ok so in this example the event dispatcher is the button, so it goes into the button

#

you CALL the dispatcher in the button, but you BIND the dispatcher in the equipment

#

so my button is what allows something to turn on inside my machine