#blueprint
402296 messages Β· Page 451 of 403
i figured my thing out weeee
your gamemode class
it needs a copy of it's self to find its information
some things might not need to be cast and the information might already be avilable however
Damn hmm UE4 information handling is so alien to me.
give a short description of what you are trying to achieve
@ripe moth ForEachLoop with "Cast To" is a possible performance problem
I need to send a variable from my UI to my Gamemode
Yeah i know
I know how it's setup atm is fucking awful
Hi guys, new to blueprints and would like help on a better way of achieving an interact system, I know using branch chains is a horrible way of doing things, but I can't think of an alternative. I am sending a line trace, and branching to whichever item I interact with, is there a better way? Thanks
could you screenshot your UI screen, with variables ect
@ripe moth ^ sorry didnt tag
ok so which variable would you want to send, as a single example?
say name?
so I made a button with some text and I created a bind
so your name text is already bound for example?
@vestal hawk looks like a textbook use case for a Blueprint Interface
@ripe moth focus on the single issue of sending a piece of information from your struct to a text string, once you can do that you can replicate it x10000 times but currently theres too much to look at
@tight schooner perfect, ill look into them. I knew there would be a better way of doing that
thanks a lot
Create a blank UI, using your existing struct, bind a piece of text and see if it updates
I don't follow
ok so you want to update a UI element from a Structure
No
yea?
@vestal hawk You need a switch π
I need to send this struct to my gamemode so i can input it into character setup
And save the character information in a serverside table
array*
Maybe i've completely misunderstood how structs work
@hazy igloo as in, switch on actor name?
but i was under the impression that if i use make struct then the information i input is stored in that structure variable
From what I gather, it's this process
Struct gets updated > Struct Updates UI > Send Struct Info to game Mode?
Structs will save default settings unless updated
No. Struct doesn't touch the UI. UI sets variables > Variables are used to set info in Struct > That specific Struct is sent to gamemode.
No isn't make struct all i need?
I don't think so I think you need to set it
aye
I would recommend giving setting a try, I cant quite remember if the setting is instanced or global but I feel it is instanced
Ok but i still need to send that struct to my gamemode somehow.
if it's saved then it would be a matter of casting from where it's stored, I think if it's a variable in a BP, a version of that struct is saved there
I wish there was simple stuff like net.Send net.Recieve in UE4 lmao
So how do i tell my gamemode when to fire the code?
Or should i just move all of the character setup code into the UI Blueprints
I'd assume i want to do something like this
but i don't have an object to input
how do you make a button clickable even when the game is paused?
@ripe moth Are you looking for the GetGameMode node? https://docs.unrealengine.com/en-US/BlueprintAPI/Game/GetGameMode/index.html
Get Game Mode
@ripe moth so this is my BP_01 that updates it's own version of the Sturct. It has a variable "Struct_UI_Updated" which is set inside it's self
Using that struct, in my BP_02, I want to grab that information and print it as a string to make sure I am selecting the correct, updated info.
It posted the updated text I typed in manually in BP_01, so I can then go on to Set this as the Updated version of the struct once again. This would be used as your method of casting and getting information from the correct place
Hi all, I've posted about this a couple times but I'm still having trouble animating continuous rotation around the y-axis on a static mesh that is the child of a scene component in a blueprint -- just playing around in the viewport I noticed that x, y, z rotation values go wacky when trying to rotate past ~90/-90 degrees. Anyone understand what's happening here and how to animate solid continuous rotation? I've tried the "add relative rotation" node, "add local rotation" node, combining rotators, and timelines -- I can get it to work find but I need to be able to flip the hand so it can be left or right handed which breaks the rotation as seen in the second video. To flip the hand I invert the y-scale on the "hand root" scene component that you can see in the hierarchy in the first video.
EDIT: Turns out the solution was using timelines to drive rotation -- don't know why it works when other methods didn't but if anyone runs into the same thing there ya go
Is there a way to add dynamic variables? Like say you have a for loop and you want to save all the elements into seperate variables
How would I set a blend space values triggered by an animation notify?
Can anyone help me on the right track to figuring this out? I want to be able to cast a spell that throws out something and have it stick on the ground. And then let the player be able to press the same button for that spell and cause explosion damage around the object on the ground.
I assumed it would be to have the spell create an object at x coordinates and then have an actor trigger but I'm having trouble figuring this out.
Anyone here had the problem where a spawned projectile doesn't render on the first frame? It's like it sometimes updates position before rendering or firing off particles.
Heh, that worked. Feels hacky tho but I'll live with it.
@worthy frost in that example, could i use a pose asset to combine the left and right smile into one curve?
Not sure if itβs the right place to ask this but Iβm working on a control scheme for a stunt racing project and need the car to free role without the camera following. To do this I created a second spring arm that doesnβt inherit any rotation and have the camera swap to that spring arm when the car is airborne. However Iβm running into this issue where the airborne spring arm is not oriented the same way when it switches to airborne.
@ripe moth Arrays. Don't think you can dynamically define new variables at runtime but you can make an array variable.
SEROUS QUESTION: how do I give a textrender a custom font?
Have you imported your custom font to your UE4 project?
yes
I don't have UE4 open but is there a setting for it in your textrender component?
yes
but whenever i put my custom font in my text disapears
i tryed adjusting the font size nothing worked
@fossil arch You should be able to turn on and off the rotation inheritance at runtime
Is this supposed to be called all the time? Shouldn't the event be called just when I move the mouse wheel?
@trim matrix Not 100% sure but I'm pretty certain axis events fire every frame
@tight schooner any ideas?
ehh, rip fps
@trim matrix Make a ZoomIn and ZoomOut linked to wheel up and wheel down etc
actions
Hi all,
I'm trying to make a system that let my rifle keep shooting projectiles untill the lmb is released. I want to take fire rate into account but can't figure out what the best way to do that is. I've been reading a bit about timers and ticks but found no concrete examples, this must be something people did before.. any advice?
@faint pasture They fire every frame as well
@trim matrix Action mappings shouldn't
Ah, well, think axis mappings are made just for this tho..
Axis mapping are for continuous stuff like analog sticks and mouse etc. Continuous input.
@novel fossil This works.
@wet swift Not really. I imported a font into my current UE4 project a year ago. Here's what that looks like in case it helps...
@faint pasture What's that delay function? π€ I cant seem to find it, this looks promising tho, thanks π
Got it, nvm. π
This is perfect, thanks.
Just figured out I can't change the material of a skeletal mesh object, only of a skeletal mesh component
someone knows how to change the material of a Sk Mesh Object?
couldn't find a workaround
open it up in the asset editor
open it up in the asset editor
@sand shore I mean dynamically
If I get a skeletal mesh object, create a skeletal mesh component with it, change the materials, and then get the skeletal mesh object from the component
It will have the original materials, or the new ones?
Gonna try it
Bro whats a good thing to learn bp?
Any thoughts on how to make a pawn always face the opposite direction as the player?
get player actor world rotation, combine rotators with rotator(0,0,180) (Z axis is the vertical one) and set it as actor rotation in the pawn
You can call this code at the movement input function of your player pawn
Thanks Azor, I'll have to try this. I wasn't familiar with rotators, I was only using the set location and rotation uh ... nodes or whatever they're called
Hey guys, how do I mount a pak file?
I'd like to mount it and use a map from in there
yo for this right
What im doing here is that when the player overlap on the box this calculates if its the third person character right?
Im confused
oh wait nvm
i forgot to set it
ok so nvm
how come
when it turns off it wont turn back on the second time i bump into the box collider
@magic cosmos if on then set visibility and set on? You set the condition on true but its true π
Perfect!
why did this happen? where is my viewport etc?
reloading the layout didnt do a thing
At the beginning i was using Shift + LeftArrow and RightArrow. it shows how smooth i want it to be, also showing only 4 directions which is how many directions i want. when i switch to mouse middle mouse wheel button there is a few bugs. The first thing i want to tackle is only allowing only 4 directions for preview. where would i fix this?
in the blueprint, presumably...?
Are you using some off-the-shelf marketplace system?
in UMG is there a way to disable a slider from being interactable and moused over?
any idea how to set a homing missile to go to a set target mine is set up to go to a selected target on right click but i want to do another that goes to a set target on spawn
like how would i set up the blueprint to get the target of what i want it to go to like intercept another missile i'm trying to do
I keep getting array errors from this, and I'm not sure how.
I find that it usually happens when there is more than one move in the queue array, and when I do the "false" branch on the queue build, it leaves units behind and causes the error, but I don't know why. I'm clearing everything in the queue array and starting fresh by building it once.
The "Squad Member Build Movement Queue" function is what is adding to the array.
I don't have the AI experience to say anything in depth, but in case the issue happens to be this simple... If you're counting the waypoints starting at 1, then you might have to subtract 1 from it before getting an element from an array, which counts starting at 0.
The error says it's trying to get array element #1, which is actually the 2nd element.
Yeah, I'm just counting based on the array. i.e., waypoint "1" is just index 0
I've figured out how to replicate it, at least.
When I do a normal move (BuildUnitMoveQueue, "false" branch) and then queue a move after ("true" branch), and then interrupt them as they've hit the first move point, it causes the error.
But that doesn't make any sense because any non-queued move (a direct move to a new point regardless of whatever else is in the array) clears the array just before calculating the new move point.
That should be a clean swipe of anything in there, starting new with the newly built move point
But that's where I get the error
Basically any unit that's hit that first waypoint stops in its tracks and actually can't be ordered anywhere again. It's bizarre
What in the world is wrong with me. I'm way beyond this point in my Unreal days
just trying to get a reference to the character bp through this anim bp on the skel mesh component
if i print string after the successful cast it prints
if I print string from the Cast Failed it ALSO prints
debug is off
rly straightforward
for a quick test do a "do once" node before the cast
ur setting the character ref on animation update "tick"
there was something like initialize animbp
Yeah you probably get at least one tick with an invalid pawn
cool I will do. I'm tight on time so i just moved all the logic to the character bp for now : /
i did try initialize animation a while back tonight also but i should try again
you need both, init to set stuff like your pawn and mesh ref... tick for anything changing all the time
totally
i'm just trying to make the head of a skeleton mesh follow the default pawn that gets spawned by a defaul tmap
is this the best way to get a reference to that default pawn
are there queue vars in blueprints?
I tried simply Get Player Controller->Get Owner blah blah, but that wasn't working
i'll google it
i have it kind of working based on https://www.youtube.com/watch?v=Kk_7XOpJ8mM&t=447s
I've seen many overly complicated ways to make the head follow the camera in a third person game, so I wanted to offer my fairly simple solution. Complete solution with additive rotation which blends well with any animation. Furthermore, it's all done by only using the animati...
go for aim offsets
i'll find the best way later, just trying to get something working to meet a deadline for now
So i wanna setup so when player press button in UI it checks if another player has clicked the button before if they have it dosent do anything if it has then it executes a string of nodes, now i understand this would be a simple boolean if yes this has been pressed before or no it hasnt but how do i replicate this boolan to its up to date for all players on the server and were would i put the boolean (player state ??)
Is the only way to "convert" a type of object into another one through casting?
Say i have a user widget
and i want to use a child class off that.
or convert to a child class rather
Casting changes the reference from a generic one (e.g. "object") but it doesn't change the object itself. Casting just determines whether the supplied reference is of a certain class (casting succeeds) or not (casting fails).
Idk if there's a way to convert an actor to another class at runtime, short of spawning a new class and copying whatever data.
I don't need to technically convert it
i have user widgets stored in a panel
but when i try to get those elements they are outputted as user widgets and not the child class
so is casting the only way to "convert" them to the child class.
Little late, but yes casting is the only way to do that. The only other option is working through Interfaces, but that's more of a multi class thing that you want to do different things on different objects that usually have nothing in common.
hey guys in a couch coop with 4 gamepads how can i assign the gamepads to different controllers on default they get assigned to the same controller.
When testing with mouse + keyboard and 1 gamepad aswell as the skip assigning gamepad to player 1 it works fine but in the end i need a fully gamepad compatible version
Hello all, I have this trainmodel with wheels and everything and I need it to convert to BP. But I can't import them all and keep my transforms? The answer is :Convert selected components into Blueprints class
Hi all, strange issue I'm running into.
As a simple way of testing a main menu, I've currently got an "OpenLevel" node with the level name, absolute travel, and options of game=GameModeAlias. This works absolutely fine in PIE, but when right click and launching the game, the level loads but the third person character isn't visible /the camera appears to be inside their head?
What could be the issue, perhaps a camera manager issue?
How do i make my model do another animation when i shine my light at him. And this is not the model i controll this is an enemy. Please help.
Do a trace that matches the light, and get the enemy actor reference, and call an event or function on them that causes them to play said animation. Might need a bool there to be set when starting to play it so that you can not play it repeatedly too quickly.
what do you mean matches the light?
What shape is your light?
Hmm. Hard to say what best implementation would be. How large is the light? Does that say 2,000 or 3,000?
@mortal wharf One or multiple enemy actors in the game?
Well there is many enemies but every enemy is different and one of the enemies is what i said a few posts ago. So only one enemy is gonna have this mechanic. So the answer is one. @maiden wadi
Only one enemy actor.
In general. I'd do a SphereOverlapActors in your radius of 3000, filter by your enemy class. And for each check if they're in the facing vector of the player with a little vector math. If they are, call an event in their blueprint to do the animation.
I can help a little more in a bit. Need to AFK for a few minutes. Feel free to throw questions out though.
where do i put the sphereoverlapactors. @maiden wadi
Is there a way to change keyboard focus of a widget with wasd? It already working with arrow keys, would like for it also to work with wasd
has anyone had issues with delegates through soft references
i don't think it works for me
on 4.24
triggers if i call and have the binded event inside the object but through the soft ref... nope
What do you mean by soft ref
In unreal version 4.22 I can reference a Widget Component and call a function called "Get User Widget Object" to reference the actual widget that the widget component spawns like so:
But in version 4.24 this function doesn't exist and I don't know how to reference the widget itself, you guys know how to reference the user widget inside a widget component?
Oh you just can't call it in the construction script anymore, nvm. Fixed it
How do i get the location of the character?
i wanna make a jump and so i was gonna just add like i get the current position and just times the y axis by jump force
@magic cosmos does "get actor location" not work?
@full wind why not just get a reference to it or get all actors of class and check if it has a tag u can add one
@short pawn well basically it's better performance wise as get actors of clas/tag will basically go through the whole actor list of the level,and the reference is kinda annoying to get
@mortal wharf Back. You still need help with the light thing?
is there any way to add virtual bones in BP nodes?
having a skeletalmesh which is missing IK Bones, so i want to try to add them on construction of the character
How can i reset the mouse position after using it in a click rotation?
Reset it to where?
where can i submit a bug report,cause soft reference not being able to use delegates is a bit annoying
Logically this doesnt work, but was worth a try
is it possible to get the world location of a static mesh vertex?
@covert stirrup What are you trying to do with it? I think there's a way to get them, but I'm not exactly sure how accurate it is with regards to which one you'd be getting from the face.
honestly for no particular reason, just experimenting with this when I think of random ideas I put them into my test BP's π
The idea that made me think of it was using a cone with say 9 points (8 at the rim, 1 at the base) to create a line trace system. I can already think of an easier way of doing it, just wanted to see if it was possible
if I turn a static mesh into an editable mesh, I can get the vertex count, but no location data that I can see
@pastel rivet That node should work fine
@pastel rivet use the get mouse position rather than the viewport one, and plug in controller, save that when you start rotating your view, and hide mouse cursor, then when rotation released setmouse position back saved and show cursor
@ocean radish
Jupp that did it, thanks! π
are there queue vars in blueprints?
@trim matrix not by default although it is in c++
@trim matrix https://www.parallelcube.com/2017/10/23/how-to-add-c-containers-to-blueprints/ theres a t tut of how you could add it in yourself
Learn how to create games using Unreal Engine 4, useful tutorials for beginners, intermediate and experts
Only ones you get by default are arrays sets and maps
@ocean radish damn i'm regretting doing a clean install of windows cause i dont have VS 2017 anymore and that is way to much bandwidth right now, i'm not on uncapped so guess i'll have to use an array
yeah but VS is about 9Gb to download lol
@covert stirrup You might be able to do it converting it to a spline first
@trim matrix Yea, i misread first time, thought you meant you didn't have enough data to load YouTube up or something, then re read and saw about the VS not installed π I really need to read more thoroughly
@ocean radish haha no problem, hopefully i can get VS at the end of the month if i have enough data cause each day i'm finding more reasons for myself not to use BP for my coding, oh well still gotta learn C++ to somewhere remotely close to a decent level cause i pretty much only know c#
@ocean radish I will look into that thanks for the tip!
I will be the first to admit if you can do it in native code then do that, but BP's for me are fantastic, nativizing the code after helps with performance too
How would i center this? I've been toying around with rotation on the vector for a bit but can't find anything that's good.
Or is it just the HUD
that's not centered
Ah
there was an offset in the hud
not it's pretty spot on
lmao
Not really sure how QueueVars differ from an Array in blueprints?
According to the definition of a Queuevar, it's the same thing as an Array.
@maiden wadi how they differ is Arrays exist and Queues dont lol, but on a serious note Queues are faster and impact performance less that's why i wanted to use queues
Is there a way to async open level such that it doesn't halt the main thead?
Freezes my loading screen up super annoying
i would rather search for something that shows your loading screen in another thread
instead of moving over the whole game logic
Hmm I just figured there would be away for Unreal to just do level loading on another thread so it doesn't hang, but there is no native way for that yet?
anyone know a simple way to take the first var in an array and move it to the last index (moving the whole array up not swapping them)
I usually get the first index, add it to the array and remove it from the first index
Would this be a step into making a jump https://gyazo.com/e36a1bd1f6aaf23ff25890a4b9587b3a
@spark steppe I get a crash with "Slate can only be accessed from the GameThread or the SlateLoadingThread!"
Can't even put it on another thread it seems
@manic widget well thats so simple i feel dumb now, too used to c# and queues
does anyone know what the outputs of an interface message are if the target doesn't implement the interface?
Hello! Could anyone give me some feedback on how best to handle a event with a support beam breaking apart, and multiple logs falling down damaging player accordingly?
Also, would swapping meshes from static mesh to physics type mesh help performance any, or does putting them to sleep do as good a job? Thanks!
Example gif: https://gyazo.com/4cd0fcc404535febf2bea0cfcf95f169
Gyazo
Gyazo
hey, i'm new to unrealengine, i've watched some tutorials and i'm inspecting a sample scene, i'm trying to understand blueprint interface
i have some simple questions, can i ask here?
for example, how to create those subfolders?
Set or add a category in the details panel with the variable selected @wise jewel
oh ok
thanks
if i select the variable from the node or from the list, the details on the right shows the same thing right?
yes
ok
i dont understand the difference between those 2 sections.
if i select the same component the detail view shows different things
the top component tab let me organize hierarchically the components
while the component in the my blueprint tab lists them but.. with different options ? i don't get it
hey does anyone know how to create simple bullet drop with linetrace
is there a way to add bones to a skeleton via blueprint?
@spark steppe yea right click on where you want the socket to branch off and create socket
oh
@wise jewel One is a component, the top one. The other one is a reference variable to that component. The bottom one is also what you get when you drag the top one into the event graph.
Pretty much the same, yeah.
i am trying to recreate a node that is in the blueprint
but i can't figure out how it was created
Which?
so are bones just sockets?
it's setting a variable
but for start it's greyed out
and i've selected the component and tried to look for a node but i cant find it
if i leave an int varible unset does it count as unvalid or does it just default to zero
here's a better view..
i tried to selec that scene capture and look for what nodes i can create... :/
i can set many variables, but i can't find the one specified in there
@trim matrix Pretty sure they default to zero. I could be mistaken but I believe only actor references default to invalid. There may be a few other variable type exceptions.
@maiden wadi i also believe its default is zero
@wise jewel That is a variable from the SceneCapture. If you get the SceneCapture reference and drag off of it, you'll be able to get the MaxView thing again.
What kind of scene capture component is that?
Context.
It's to keep people from trying to set a variable from a component without dragging off of that component. If you turn off context sensitive, you can find the same variable, but I strongly recommend not turning off context sensitive. Just use the reference to get the stuff you need from the right components.
oh ok
yea i see the title changes, "actions taking a scene captura component ..."
while the other says all the action for this blueprint
and, based on what does it fills up the functions that i can add to a component?
are they all the same? wait i screen grab
Context sensitive just assumes you're trying to get or set or call something from where you're clicking or dragging from. If you click in the main graph, it'll give you a lot of generic stuff and events to call that are in the actor. If you drag off of a float, it'll give you math operations or creating stuff from the float like vectors. If you drag off of an actor, it'll give you variables and events related to that actor's class.
ok
but those functions it propose me to add
are from the "standard library" of the engine?
max int that the engine can take is 2147483647 right?
You clicked on the arrow that is your scene root. So it's probably giving you things that you can do to that component.
I have an audio issue when I package my game for iOS. My app audio only works if the iPhone is NOT in silent or vibrate mode. Other apps' audio do work in those modes. Is there any setting that I can use to make sure the audio works?
yes, but i mean, it chooses from a list it has somewhere or are those functions that i can define inside the actor?
well not tragically important for now
@trim matrix Amusingly, yes. But you can go one point lower into the negatives to -2147483648
@wise jewel Not really sure how to define things in the context menu. Not even sure there's a way to make custom stuff like that, but I'm sure there is. You're likely looking at engine source code though.
i use houdini, i'm trying to translate what i know from there
ok, thanks a lot for your help!
@maiden wadi thanks just double checking seeing as i'm building a procedual map gen and i want to use seeds i want the highest int possible for max outcomes
Int64 is... sort of exposed to BPs, but I'm not sure how useful they are yet.
@maiden wadi i dont think int64 would be very useful for me unless i'm trying to make the most amount of levels ever in a game lol i mean 4Β 294Β 967Β 295β¬ is already a lot of levels lol
Could be fun.
well doesnt matter if there are so many levels if they arent fun lol
does anyone know how to get a linetrace to hit where a projectile hit?
save me some sleep
I feed quite dumb... Any idea why this happen?
does anyone know how to get a linetrace to hit where a projectile hit?
@trim matrix You mean like, predict where the projectile will be once shooted?
@shell timber It's exactly as the error reports
@shell timber You have different types of variables setup in the struct than you are trying to connect to the struct
One is material "Interface", one is "Instance" Different data types
just make sure you change the variable inside the struct/the other way around accordingly
@shell timber like where the projectile hits a actor, the linetrace hits that location
@shell timber dw, np π glad I could hlp
so when it starts at the location of the weapon it ends where the location of the actor the projectile hit
Super quick...Working on this local multiplayer game - I have already declared a variable in the BP_Gamemode called player count and I have created a menu with 3 buttons (2, 3, 4 players) - How would I go about updating the variable?
I know how to bind and cast - just dont know how to update the variable
Thank you π
@trim matrix https://www.youtube.com/watch?v=AM3TXKI-4co
What is the Projectile Movement Actor Component in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@trim matrix If you want to use a linetrace you can use the linetrace, set the start location vector equal to the weapon position (or the socket of the canon) and add it the rotation of your controller (I guess?) which is multiplied by alot to get the end position
But I think the ActorComponentProjectileMovement will be better
yea ill try
can ya guys tell me how to do it? I am struggling
@midnight bone do you have the boolen crouch button down made?
here is a super basic way of doing it
@midnight bone have you got a character controller attached to your actor you want to crouch?
hmmm...Thought this was turn by turn. My b.
Super quick...Working on this local multiplayer game - I have already declared a variable in the BP_Gamemode called player count and I have created a menu with 3 buttons (2, 3, 4 players) - How would I go about updating the variable when a button is selected by the user.
I know how to bind and cast - just dont know how to update the variable
Thank you π
@fickle kayak Replicate variable? I don't really know :c
@midnight bone cool glad you figured it out
@shell timber literally no one does - I assumed this was a basic thing
@fickle kayak have you tried setting the var after casting it?
yes the variable is an int in the gamemode called player count
need to explain a little more for precise help
So I have variable in gamemode called player count which defines the amount of players in the game - it works but I need to change it manually by changing the default value in the BP. I want the user to be able to change it for themselves through the main menu
I have created 3 buttons (2, 3, 4 players)
When a user clicks 2 - I want the variable playercount to be updated to 2
thank you so much
it working?
trying it π
Any ideas why these cubes are able to walk inside one another? The collision boxes around them are set to Pawn and set to Block Pawns, shouldn't they be blocking one another and unable to move through each other?
Even if I set to Block All they still do.
@pulsar orchid have you tried increasing the nav mesh agent radius?
Nope. I'll look into it - Thanks!
might wanna check there that may help
Increased the radius, no change. If I walk away from them they will literally stack on one another.
I also have Update Nav Agent with Owner's Collision checked.
And the collision box is not a child of anything either, so it isn't inheriting any collision ignoring properties.
try changing the cubes object type to world dynamic
The cube itself, or the collision box around it?
Will do.
Still walking through one another. The cubes themselves are now World Dynamic, Blocking all. The Collision Boxes are World Dynamic and blocking All. Yet neither seems to be blocking.
Already closed the editor and re-opened to see if that would help, it did not.
Strangely enough, they will block the default 3rd person character, but not each other...
weird af
Fixed it...
i can think of one thing that will mostlikly work but not something you want
Not sure why it wasn't working, but making the Box collisions the root component fixes it...
aaaah well good job, thats a weird fix but oh well so far i havent been using collision volumes really i just calculate from the mesh, but i'll probably use them at some point if i need to opitimise
I plan to have 30+ enemies on screen at a time, I figured a collision volume was mandatory, plus it gives a good representation for what will be "hit" by player attacks. Pathfinding is something I'll be working on next week, never been a fan of the crowd detour controller.
Aside from the crowd detour controller being a CPU hog it doesn't look that great. But I'm making a twist on Risk of Rain 2, so nothing major is needed, just a few line traces here and there followed by either forward movement, strafing or jumping.
not working π¦
@pulsar orchid sounds cool i'm still getting into the swing of UE4 again
@fickle kayak is it opening the level? is it not setting the int? explain more please
@fickle kayak You're setting the variable of a game mode, and then deleting the game mode.
well it sets the number of players and then we enter the game
@fickle kayak i know what its meant to do but i'm asking what isn't it doing lol
What exactly are you trying to do with the max player count? Cause right now, you're setting it in the current game mode. Then you're deleting that game mode by loading a new level. Game mode is deleted when you change levels. It or it's settings do not persist.
ohhh so how do i get set it and have the level agree to that variable
Is it cause I have a default value for the player count in gamemode
Iam guessing this is not overwriting the default value
You cannot change class defaults. You can only override them once the level is loaded and game mode exists again. Not sure how that's usually handled, haven't done it yet myself.
How would one go with setting this
I have searched everything and found no resource
@fickle kayak it would be useful if you could explain why you want this var and what do you want to do with it then maybe we could help more
So I have variable in gamemode called player count which defines the amount of players in the game - it works but I need to change it manually by changing the default value in the BP. I want the user to be able to change it for themselves through the main menu
I have created 3 buttons (2, 3, 4 players)
When a user clicks 2 - I want the variable playercount to be updated to 2
@fickle kayak I've not played with this myself yet, but from what I've read, GameInstance is the only thing that persists across levels
so you might have to store your player count there
(or the alternative is to save/load a file from disk or something)
i think game instance will work better too
@fickle kayak still havent explained what you want this var to do but i'm taking a spitball because it would be removed when loading a new level
I don't know what I haven't explained
It's a game I need the user to select how players are playing
you have explained how you want the var to be set but not what that var will do, for all we know you could be trying to use that var to calculate how many bullets are in a gun
No the var just sets the number of players in the game
what is the point of having that var? think of the question like that
as in the public connections of the session?
Hey all, I've got an array of Actors from my scene, and I'd like to get all the tags of those actors, and add them to an array....is there a way I can do this?
@rugged rivet i think looping through each actor in the array and getting their tags and adding that to an array should work
so this is what ive got currently, what Nodes exactly do i need to use to get the tags of the items in this array?
@rugged rivet Maybe something like this?
ahh will try this!
the first loop is the same as your loop so just build from there
So my vector math sucks big time. I've got this https://i.gyazo.com/9dd4209e0efb87e622f5e9291f455163.mp4 How would i make it stop moving away from me and instead just follow where i point with my camera.
@ripe moth i remember seeing a few posts earlier from you while i was busy so i dont exactly know what you are trying to achieve, mind explaining?
This is another project lmao but atm i'm trying to recreate a similar feel to the physics gun in the game Garry's Mod.
It's also a more fun way for me to catch up on vector math before my exam in 1 month ish
Doesn't have the calculation but the logic is still exactly the same
never played G Mod, unforunitly, but i'll check it out quickly and see if i can maybe help
sure it makess it easier for me
lol i'd fail that exam most likely, i havent been trained with anything related to pcs in any formal nature
Oh no it's a normal maths exam.
I'm just tired of doing paperwork.
It's pre uni math.
so you want to lift the cube and move it with the gun?
Yes.
well i got 14% for maths in my finals for high school so i'd defo fail if it's paperwork
it seems it just links a particle to the impact normal of the hit object
i think passing a ray out might help instead but i'm not sure
then adjusts from that impact point
obvs keeps a reference to the actor its attached too
so you can rotate it, etc
might actually try to recreate that, looks fun π
Yeah right? That's why i picked it up.
@worthy frost i've also been sitting like that looks cool lol
I'm going through my notes right now looking up what a normal is cause all i can remember is that they sit 90 degrees on a line.
getting the cube to follow the crosshair is the major easy part and maybe could be done by casting a bunch of rays but the difficullt part is handeling collison
Not really. Physics seem fine for the most part in the way i've done it so far.
Stop simulating physics when you lift it, which will remove gravity from the object and then re enable when you release.
It doesn't stop collisions.
I had an earlier version working, but that just "teleported" the object 500 units away from you.
what if you start rotating your camera and the cube hits a wall? will it rotate properly? will the grav gun still have effect?
i think teleporting would work better but i'm not sure for when it comes to like rotating it
why lol?
Idk, it's loud music.
i'll use the loud music as an alarm for when my pc finally stars playing the vid lol
I think it bugged out
Try clicking the link
So wait
A normal is just a 90 degree line on another line right
aaah i see the issues there, i honestly don't know which method would be the easiest to fix and btw i like your taste in music
Thanks.
Does impacts from hit results spawn like flat onto the object?
Cause if they don't i don't get how the impact normal works
i believe they do
hmm
I still have no clue how to fix this. Using the forward vector of the camera just shoves the object in the direction i'm looking.
I think the biggest problem is i don't know what i want
If i knew what values and stuff i was after this would be easier
I think the biggest problem is i don't know what i want
@ripe moth lol my whole issue with UE4 i believe
https://www.youtube.com/watch?v=lUdtt-BgJ88 try this out it looks to be what you are looking for
Check out my Patreon: http://bit.ly/TechnoNerd_Patreon
DON'T CLICK THIS: bit.ly/2vBhU2s
PLEASE LIKE AND SUBSCRIBE
And please request Tutorials.
Sad that i figured out how to do the 2nd part of the video by myself but can't figure out part 1 lmao
hahaha lol goodluck i'm off back to boring work of teaching my map generator how to connect paths
Would you recommend putting the logic to fire projectiles into a component or a function in a function library? I intend for many different objects to fire projectiles, not necessarily being all derived from one base shooter actor.
i set mine up as comonents, never tried using function libs
How would i make a character only rotate left or right while its moving forward or backwards, like a car would (and have the rotation be relative to the character speed) in third person?
Damn the range on that sword is OP lol, is there a specific reason the red guy is a child actor?
@unique flicker you shouldn't send the interface to the actor hitting. Did you check to see what that bool is returning (the "!=self" condition)?
that's because it IS the same sword π
two instances of the same sword man...
@unique flicker maybe instead inheriting from the same class would be better than being the same class
Which hold the same static mesh (which is the sword), which is the very same sword...
The sword in the "any rpg" is probably a component which has a Static mesh, it's own collision and it's own collision rules, effects, stats etc, not just a static mesh with collision attached to a universal character.
You could make your weapons as components and attach them, but I personally need more context. Idk what you are implementing in your code and that bit is not enough for me to understand π
actor components can't have their own components (a SM is in itself a component)
@round idol i agree that we don't know enough with the scope of his project/problem
oooohhhh so you are working from a marketplace asset then
I understand that, but I don't know the rest of the script so idk what/where/how you are implementing anything man π
judging by your screenshot theres a lot of code
Ok, first thing's first: are you using marketplace code/plugin/anything of that sort?
ok.
and the bool returns true, right?
so when you swing your sword in the air (like in the video) the bool returns true?
ok...π
it's funny since you're not "overlapping" anything really
unless you are hitting some environment
it's not because they are using the same weapon, it's because overlap event fires when it shouldn't. The enemy wasn't even moving his sword
but it doesn't seem like he's using the sword
disable the enemy's attack and see if the problem is still there
ok, try getting the component which "overlaps" from the event, and see if it's the enemie's skeletal mesh - and get this out of the way
I'm still not convinced it's what you think it is. It might be, but idk...
I didn't say anything about socket name (although you can get that too). I said Skeletal Mesh
the component...
Did you debug line by line?
So when you attack with your guy, the enemy receives the message from himself since his own overlap triggered?
can you send a SS of your physics asset?
screenshot
lol
What I'd like to know is if the the sword is overlapping you physics asset...
How come i cant add a game mode in a empty unreal bp project
yes, you are my man! GL π
ok, as you said, you are right! Keep being right and good luck π
@magic cosmos right click, add a blueprint and choose game mode base
@round idol literally how i feel
@magic cosmos
yea, I'm sorry tidiii, I can't help you, idk what's wrong there, you are right!
Aight, time to do some of my own werk, hf @trim matrix π
Now I kinda' understand why some here can't be bothered to answer most questions π
@round idol one of two things, either imma smoke my joint and carry on with my map generator or imma smoke my j and make this even more entertaining than it already is
@trim matrix Think it's too late, that computer isn't intact anymore π
@round idol lol mee too i'm very new to discord and the ability of actually getting help esspecially this fast so i've learned to be grateful for even an interest in helping me
@trim matrix Yea, depends on the channel/timezone tho'. If asked properly, there are some ppl here in bp and in the graphics & niagara channels who are on-spot with everything, and very helpful. Some other channels look almost deserted π
hahahaha lol tbh i'm surprised mine is intacted with my specs and the age of my parts, anyway i'm done being off topic i got a spliff to smoke and a map generator to finish, have fun and good luck with whatever you're working on
u2 man, u2 π
i've so far on discord here recieved good help from people, its a two way story the person seeking help needs to be willing to help those wanting to help him, it's helpception
I have a weird issue with an event not calling properly, I feel like it should work but can someone take a look at this and see what I am doing wrong?
(Button BP)
On collision flip flops between Bool "FlipSwitchUp : YES and NO. this then calls on the door BP
(BP DOOR)
So I have hooked up tick and the dispatcher to be sure, whilst it does trigger an event, it doesn't pick up the switching between the boolean reliably, it will do it once but never flip flop the result back
the button BP will flip flop, but the message to the button will be always the same result
ugh, turns out im a fucking moron
I had an up and down boolean, which I thought I deleted but actually left in
ignore me xD
been messing with this for 25minutes trying to figure out why it wasnt bloody working.. Yeah thank you, I just couldn't spot it!
a lesson to all xD
I was starting to doubt on how dispatchers worke
Happens to the best of us. π
I am at a bit of a crossroads how I want my switches to work, so I get a bit lost when I try add to it
Well if you run into anymore snags I'm sure someone on here will be willing to help out. π
I have been posting in here a fair bit, trying to help and get advice where I can!
@unique flicker in your question
how do you get to a place where the pawns are holding the wrong swords?
Theyβre right
haha thanks intentions were honest and then that one line and we lost it XD moving on how would be a reccomend approach at creating a 2D array?
How would i get a widget to be displayable and interactable in-game such as having a menu display on a wall
You want the widget to be like an actor in the game and interactable?
How pass additional variable to TestFunc in CreateEvent?
@ripe turtle You could make an actor with a WidgetComponent to display your widget. Your pawn actor will need a WidgetInteractionComponent to manipulate it.
ok donig that now
@crystal granite You cant, thats not how delegates work.
whats the node called that combines 2 strings into one. ex you have a string that says Number: then another string that holds One how would you combine them to get Number: One
append
thanks
i just spent an hour on making all my blueprints look neat and tidy first project in UE4 i'm bothering to keep clean lol
how would be a reccomend approach at creating a 2D array?
Array of arrays
@trim matrix
or u could use map
if viable for your plans
@trim matrix arrayception?
Depending on what you need exactly, maybe a custom struct will work.
well i wanna create 2D array of bools for each grid section in my map generator to check if there is something that occupies that tile so i think a map may actually work it's just i know 2D arrays better
maps are easier to play with tho
i'll try maps see if it works cause all i basically need is a way to store a bool link to the coords of each tile and when the map generates something on the tile it will mark the bool for that tile true and send the 2D array through a floodfull algorithm to check if all paths are connected and the whole map is accessable
well
then u should use the coords for keys
and value for bools
would help you a lot
thanks a lot will try it out
I have a mannequin that runs along side my player. When I jump, he jumps. When I turn, he turns. But I'd like him to have identical animations instead of t posing.
Is there a simple way to set his animation to that of the player?
you have to assign the blend space to the to mannequin
@brazen plank assign its animation blueprint to guy
or you could use a animclass
and change the value inside anim bp
its probably looking for "try to get pawn owner"
you will instead give your players pawn
and vola
Cool, I shall give that a shot ^^
no, never
ok cool i'm ganna try finding if anyone has been as stupid as me on google to see if i can find an answer, sorry for bothering
cast might fail
you need to return if fails as wel
I guess
you mightve broken the binding as well
rebind
fixed it
you mightve broken the binding as well
that's the more likely reason
Return nodes are automatically inserted where needed these days, the return values are just default
i was putting a boolean variable into a visable or hidden node... dont know how but i did
Hey guys, I'm trying to fix my camera but I don't know how to start.
I want to ajust the Pich and Yaw Limitis. Becausa the camera can pass throught the floor and the wall, how can I fix that, to look a lit bit more like an AAA game
This Video will resume my question:
https://youtu.be/RsXGY3UgP7w
is it possible to make the player start a child of anything
and is it possible to spawn a player start at runtime cause mine isnt spawning unless i run the code from the editor
Variables/Functions/Macros/etc with spaces in the name: what difference does it make, if any?
I have a bizar problem where when my move my character in a certain direction it aligns itself along the X axis all by itself, to doesn not do this for any other direction, only when walking backwards. It has nothing to do with the animation as its the same without any. current movement setup. https://gyazo.com/8e4dd12180c18345f2a781d91848f429
@spare pike not sure but have you got the getForward/RightVector around the right way?
Your vectors are definitely swapped, but also are you sure you want world rotation? Are you not using control rotation?
@cunning lily it only gives me the desired result this way, movement wise if i correct the vectors A n D are up and down and W n S are left and right, @sharp juniper Control rotation did not get what i needed, world rotation allows me to use up and down as forwards and backwards while left and right are rotation based. Control rotation doesn't do this.
I mean, you could use it still, and just not use it for camera control, but regardless lots of ways to skin the cat. If you're getting the right movement with the wrong vector pairing, then your world rotation is 'wrong'
You probably want actor rotation
@sharp juniper il try that
@sharp juniper That worked, but it did not fix the strange problem, when walking backwards it still pulls the character in an axis
You said left/right are supposed to rotate the char?
yes
How are you accomplishing that right now? Because Add Movement Input won't do that
could anyone tell me why this is only triggering once? I am trying to make it so when i hold down E while looking at a specified actor the animation plays over and over again. and when i look away from the actor or i release e the animation stops and goes to 0. the animation is a simple progress bar percent going from 0 - 100 in 1 second. Is E Down is set up correctly. I had a print string node called when it changes so ik if its right or not. even when its false the animation doesnt stop and the stop animation node is never called
anyone know a good person to teach me about bp
@ripe turtle because it's set only to play the loop once
@ripe turtle
send an ss of your E input
when i do this i never see False
thats in firstpersoncharacter bp
then this sets it in HUD Which is also where the 1st ss i sent is
try instead getting a reference to your progressbar and calling stop animation on it inside your character bp
how would i cast to HUD from character bp?
use the cast to hug node
whats the object though
I made it so its triggered when it is set in hud
still doesnt work
now play animation is never triggered
but i see both true and false as they should be
i added a breakpoint and it said it triggered but no animation was played
i checked to see if the animation still worked and it did
so idk wtf is going on
and for somereason this offsets my progress bar by about 300 pixels
Fixed it. i changed play animation to play animation forward
anyone know a good person to teach me about bp
@magic cosmos How do you learn best then?
Well
How do you like to learn?
I could just tell you how I learned bp
I could blindly suggest Virtus like every other person
Uh what i do is just watch a tutorial and look at everything and then i think of ways i would use it then i go to sleep then tommorow to see if i know i just do it.l
Oh I see
What I did was more of an inversion
I did things in BP until I needed a tut, and I searched narrowly for a tut
Example:
oh so what ur saying is u had a game in mind and started making it and if u needed help u searched for what u neep help on.
I wanted to make an inventory system. I didn't know how widgets could talk to the pawn.
oh
So I looked at how to get info from a pawn
who in their sane mind suggests virtus? ;d
ye virtus ass
i watched and quit.
well there are only few youtubers in general that show normal practices
I hope he does
95% of others are like virtus
I challenge him to bring me on the channel
Hey Virtus! Buddy!
Let's co-stream a game mechanic from scratch
I'll even get drunk first
Bro i swear unreal has baerly things that help u.
lets make a game only using ticks
but unreal is the best game engine so i gotta learn
Unreal is really good but if you can't use it, it won't be the best for you
Unreal im gonna get good at it
It doesn't matter how good something is, if it works very differently than you do
naahahhh ill adapt
...
i was waiting to move from unity to unreal
Do you have a specific BP problem right now?
Uh not really rn i understand functions and things but like i dont have assets to start doing stuff u get what im saying.
oh
Well I'm bored asf I was gonna offer to jump on voice
we got a channel down there for it
oh
unreal everry month gives away bunch of stuff from the marketplace, make sure to check them every month
^
Immutable wait
Hrm?
alr bet
Bet?
about bp
Bet
yee
I would make a class of game mode bp
can i ask you guys a question
if like
Hol up
@trim matrix no sorry
Hol up
i was kidding
@magic cosmos Put your question entirely in one message
ok
Game Modes in unreal engine would be used to control like lets say Systems that go with the game so if im doing a game where waves of any spawns i would create the waves system inside a game mode?
So it depends
do you have any recommendations on where i could start learning blueprint
Ur house.
the best
or watch this first
https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'...
watch that first
Oh damn should i watch that?
then watch this https://www.youtube.com/watch?v=PRqOtCrBDN8
If you've ever wondered how blueprint determines the order of execution of your logic, this video will give you a quick rundown of how the two major types of nodes differ from each other.
twitter: https://twitter.com/KorkuVeren
twitch: https://www.twitch.tv/immutablelambda
nah
thats the first thing you watch before starting working with unreal
I mean you should watch it @magic cosmos but not right this second
alr
ok ill check it out
Are you cool jumping on general voice all the way at the bottom of the channel list?
its ~2hours so try to watch it all
Alr imma start making my game and as i go on i learn
All sad and alone
@magic cosmos But nah really
That's something that might exist entirely in the GameMode
But it might also need to somewhat exist in the GameState
Game state...??
does blueprints have any limitations
If you're in a singleplayer game, it may as well just exist in the GameState
if hes starting he can just do everything inside character bp
we know its bad
until he learns atleast how to cast and refference stuff
is Virtus a websites....
He makes youtube vlogs
its a comedian on youtube
Hmmm what game should i try to work on for a beginner?
π
how does that have anything to do with blueprints
It actually has way more to do with BP than you think
after few years you will understand that joke
Which is very disappointing for the old guard here
@magic cosmos Make PONG
Yes I'm serious
If i dont learn unreal by the time im 15 yrs old imma commit.
Some game designers use words like "game feel" and "juice" to describe the abstract and often invisible factors that make the best action games surge with life and energy. In this episode of Game Maker's Toolkit, we try to figure out what those words mean, and how you can capi...
Uhhhhh alr
"Game Juice"
Ill do first person pong
oh man i played that game
start googling around that
meh?
Figure out how to make pong feel really slick and fly
Maybe even on fleek
if you dare
xD
Okay so seriously here's why
It's a really basic game. You could probably make it in 10 minutes in python. You can definitely make it in a day in UE4.
beginner wouldnt make it in a week, especially if hes under 15
But adding all the modern elements that games have, like camera shakes, post FX, material shits
You're going to figure out that you made some small mistakes. (AND THATS OKAY!)
You will realize why things should be a certain way.
What's more, if you get lost and you have to google why pong doesn't work the way you want it to work.... well then...
PONG IS REALLY OLD
people have made it a lot of times
i mean there are plenty people like yourself who think that if you dont have to code that you will make the best game out there. but even without coding it takes years of experience and a lot of time to have something finished
Here's another point.
Tsauken not meh
coding is priority im only gonna use bp on the side but c++ is main
alr bet
immuatable
lemem show
Do you reckon that 3d pong is a lot like soccer?
I bet you could even add cars to that
damn im dumb
OH MY LORD YOU MADE ROCKET LEAGUE
Yeah so./
yo where is the unreal store?
Make pong, first. Make the most boring pong possible.
Then start adding stuff to it
Make it your own.
beginner wouldnt make it in a week, especially if hes under 15
@white crypt Eh, it wasn't about the timeline. He'd still make pong way, way, quicker than GTA
@magic cosmos wanna see my first game in UE4?
well ofc, but i met my share of people who can only copy tutorials like mindless zombies when starting working with unreal
i;ve started that way as well
Hey try out udemy.com for courses on unreal. I would wait until there is a sale going on to buy any classes which there is always a sale. I am still new, but I learned a lot from that site.
but for atleast 2 years i havent looked up a single tut on youtube
Udemy is pretty good.
imo then
The classes are like 5 bucks when on sale
Okay, here's the premise (because the video isn't that good at explaining it):
You have a color. You can change your color.
Spheres that are your color give you points. Other spheres damage you.
When you die, I reload the level.
That's it.
15 but whose counting
I got mine for 5 lol
that's the shtick
thats some bethesda stuff
They're always on sale
Yeah just create a new account each time lol
fr
scummy marketing practice
or just ask for a refund after 29 days
@magic cosmos So, that was the description of the game
praying on people who impulse buy
Here my vidya ----
@white crypt I agree
Looks super basic and boring innit?
how long did that take u
Around 6 hr (from when I dl the engine)
not bad
quite impressive, obviously you had some prior codiing knowledge even if it wasnt cpp
nani
general understanding of programming helps you a lot
I find C++ easier than blueprint lol
ur such a try hard
even if you never worked with the engine
That wasn't going to be my point though
immutable
That really was not meant to be my point
But I suck at both
When I made this project @magic cosmos I could not work with UE4 C++
that's why it's in BP
Now I write UE4 C++ every day
Ik imma start with bp then do c++
Folks say if you know C++ then blueprint comes easier but I wouldn't know that
I think it helps with flow
Yea ik c++
Whats your background @vale moat
Ik c++,c#,lua.
Yeah then it should come easier to you once you get it
For me it was harder since I didn't know anything
wow and you picked up UE4 C++ quicker than BP?
blueprint names everything weird so thats why i find blueprint to be a pain.
And there is like 50 thousand things that pop up when u looking for something.
@magic cosmos im impressed that you know so much at such a young age
at your age i knew html4 and css
Unless I programmed the blueprint myself, I have no idea where anything is lmao
Yeah I sympathize with y'all
Do y'all use context sensitive at all? Does that help?
With C++, visual studio usually has no idea what I want, and I have to type half of it before it suggests anything
My current project no, but personal projects I try.
Yea i got into programming at 13 then i learn c++ first then went to unity cause people recommended for beginner the nafter that i went to roblox to script where i learned lua and then i refreshed my mind with c++ and now im coming to unreal.
wish there were more serious IT classes in HS. we had to work with pascal....
and im gonna stay at unreal and uh work for a triple a company.
Yeah it is good to know both unreal and unity for freelance work in the future. π
well i know, i've have bachelors in web dev already
im not a drop out... if u were wondering
Triple A is nice but the crunch is really bad at most companies
Rockstar is fixing that at least. But it can drain your soul
Carmine yea but like they make up for it with the big bucks.
Plus im thinking i either stay on game programming or go to a career in ai with python.
I think directors and the management make big bucks. I'm not sure how much the average programmer makes now. I think it is still pretty good. π
But idk im still making up my mind
Carmine bro the companies in florida are paying up to 180k.
a yr
if you go with python theres a demand for renpy
renpy?
Depends on how long you been at the company